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  #1  
Old January 5th, 2003, 01:15 PM

Shadowstar Shadowstar is offline
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Default 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...
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  #2  
Old January 5th, 2003, 08:59 PM
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Fyron Fyron is offline
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Default 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.
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Old January 5th, 2003, 11:42 PM

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Default 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.
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Old January 5th, 2003, 11:56 PM
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Default 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.
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Old January 6th, 2003, 02:28 AM
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Suicide Junkie Suicide Junkie is offline
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Default 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...
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