.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Starting tech bug? (http://forum.shrapnelgames.com/showthread.php?t=8188)

Shadowstar January 5th, 2003 01:15 PM

Starting tech bug?
 
While working on my mod, I encountered a problem where, when starting a new game, none of the races have any starting colonization tech anymore. That is, the rock planet races don't have rock planet colonization, ice planet races don't have ice planet colonization, etc. I have no idea what caused this as I have not changed anything even remotely related to this since I started working on the mod.

If anyone else has encountered this bug (?) please let me know and if/how I can fix it! It's very annoying...

Fyron January 5th, 2003 08:59 PM

Re: Starting tech bug?
 
Where the Colony comps are in the file does not matter. What matters is that there are no new colony modules (esp. those with multiple colony abilities) after the default ones.

I don't think the order of the colony techs themselves matters.

Shadowstar January 5th, 2003 11:42 PM

Re: Starting tech bug?
 
Fyron, you were right! Thanks, the problem is solved now.

I had an uber-colony module as a unique tech, so I just removed it and that did the trick.

Fyron January 5th, 2003 11:56 PM

Re: Starting tech bug?
 
It will work fine if you place it before the other colony modules. But, the AI will not use it then.

Suicide Junkie January 6th, 2003 02:28 AM

Re: Starting tech bug?
 
You have either added components ABOVE the colonization techs in components.txt, or added a new colonization-like component.

Move the non-colony techs down a few slots in the file.

I forget whether you need the new colony tech above or below the original ones...


All times are GMT -4. The time now is 01:20 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.