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  #1  
Old May 18th, 2003, 04:59 AM
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Default Modding - Breaking Savegames

Was trying to mod in a lighter Version of Organic armor to Devnull mod, like Splinter armor or Ablative but regenerative, hoping to make a lighter Version that would be more useful with emissive armor (otherwise the emissive breaks before the organic as the weakest armor is the first to break).

First I tried just adding it in by changing OA itself (dividing cost, regeneration, structure and size by 5 in this case) but it broke my save so I moved on to try the same modification to a copy of the original and changing the names and family numbers as well, still broke.
Anyone know a way I can do this without breaking the save?
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  #2  
Old May 18th, 2003, 06:09 AM
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Default Re: Modding - Breaking Savegames

Is this a simul. game?
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  #3  
Old May 18th, 2003, 06:10 AM
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Default Re: Modding - Breaking Savegames

Quote:
Originally posted by Captain Kwok:
Is this a simul. game?
No
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Old May 18th, 2003, 06:43 AM
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Default Re: Modding - Breaking Savegames

Did you add additional entries? If so, place them at the end of the file, that way it will not interfere with present ship designs etc.

I'm not sure why changing the existing values to smaller amounts didn't work, it should. I could see if you increased the size, it might cause some designs to be over the limit and some problems but smaller...?
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Old May 18th, 2003, 07:21 AM
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Default Re: Modding - Breaking Savegames

What do you mean by "break" the savegame?
Could you not load it? Were the components of your designs mixed up?
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Old May 18th, 2003, 08:45 PM
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Default Re: Modding - Breaking Savegames

Quote:
Originally posted by Captain Kwok:
Did you add additional entries? If so, place them at the end of the file, that way it will not interfere with present ship designs etc.
Hmm, that might explain the failure the second time, I added the entry right after regular organic armor.

Quote:
Originally posted by Q:
What do you mean by "break" the savegame?
Could you not load it? Were the components of your designs mixed up?
Failed to load, SEIV told me I'm using the wrong data files.

Edit: Adding to the end didn't work either

[ May 18, 2003, 19:53: Message edited by: MacLeod ]
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  #7  
Old May 18th, 2003, 11:09 PM
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Default Re: Modding - Breaking Savegames

I thought armor regeneration and emissive ability didn't work for units...
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  #8  
Old May 18th, 2003, 11:33 PM
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Default Re: Modding - Breaking Savegames

Quote:
Originally posted by Ed Kolis:
I thought armor regeneration and emissive ability didn't work for units...
They don't work on units. Armor regen can't work because comps on units are never destroyed, the unit is either fully functional or fully dead.
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Old May 19th, 2003, 07:12 PM
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Default Re: Modding - Breaking Savegames

Quote:
Originally posted by Q:
What do you mean by "break" the savegame?
Could you not load it? Were the components of your designs mixed up?
Failed to load, SEIV told me I'm using the wrong data files.

Edit: Adding to the end didn't work either[/QB][/quote]

Did you add any new racial traits? If you can't load the savegame something very basic/important of the data file has been changed. Adding of new components/facilities alone will not cause this.
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  #10  
Old May 19th, 2003, 07:59 PM
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Default Re: Modding - Breaking Savegames

That is protection against cheating in multiplayer.

You need to take your turns using the old mod, then have the host process using the new mod, If I Recall Correctly.
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