Re: new colony techs/components
I tried adding the component in as the Last thing in the components.txt file and it still generates that error with races having a colonizing tech that does not match their setup. No matter which environment you pick for your homeworld it always gives you gas giant colonization as your starting tech.
I'm fairly sure it's not a typo, this is the second problem I've run into in which something that should be ok generates a weird error, from my experminting it seems you can't add climate control facilities to the AI's facility construction queue. I've written Malfador to see if it's some sort of safety precaution written into the game engine. Well here's the component, maybe someone can see an error in it that i've missed?
Name := Multi - Enviro Colony
Description := Materials needed to start a colony orbiting a gas giant.
Pic Num := 108
Tonnage Space Taken := 200
Tonnage Structure := 200
Cost Minerals := 2000
Cost Organics := 1000
Cost Radioactives := 1000
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Colonizing
Family := 5004
Roman Numeral := 0
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Gas Giant Colonization
Tech Level Req 1 := 1
Tech Area Req 2 := Rock Planet Colonization
Tech Level Req 2 := 1
Tech Area Req 3 := Ice Planet Colonization
Tech Level Req 3 := 1
Number of Abilities := 4
Ability 1 Type := Colonize Planet - Rock
Ability 1 Descr := Can colonize a rock based planet.
Ability 1 Val 1 :=
Ability 1 Val 2 :=
Ability 2 Type := Colonize Planet - Gas
Ability 2 Descr := Can colonize a gas giant planet.
Ability 2 Val 1 :=
Ability 2 Val 2 :=
Ability 3 Type := Colonize Planet - Ice
Ability 3 Descr := Can colonize an ice based planet.
Ability 3 Val 1 :=
Ability 3 Val 2 :=
Ability 4 Type := Cargo Storage
Ability 4 Descr := Provides 20kT worth of cargo space.
Ability 4 Val 1 := 20
Ability 4 Val 2 := 0
Weapon Type := None
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