.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old March 31st, 2001, 05:31 PM

chewy027 chewy027 is offline
Second Lieutenant
 
Join Date: Mar 2001
Posts: 539
Thanks: 0
Thanked 0 Times in 0 Posts
chewy027 is on a distinguished road
Default Can you experienced modders please help me?

For the first time I tried to do a little modding by adding some new tech areas and components. Once I was finished I tried to load the game but it couldn't read the techarea file. Am I not allowed to add new techs or is there a limit to the amount I can add? I didn't create any of my own stuff I just incorporated a bunch of different modds and put them all in the same file. I ended up adding about ten new tech areas and a bunch of new components. Can you experienced modders please help me?
Reply With Quote
  #2  
Old March 31st, 2001, 08:52 PM
Daynarr's Avatar

Daynarr Daynarr is offline
Lieutenant General
 
Join Date: Dec 2000
Posts: 2,555
Thanks: 5
Thanked 3 Times in 3 Posts
Daynarr is on a distinguished road
Default Re: Can you experienced modders please help me?

I don't think you have reached maximum number of components.
You have, most likely, made an error somewhere (syntax error is most common). If the game tells you line and file where error is located then it is just a typo. If it just tells you the problem file, but no description or line for error, then you have made something the game doesn't accept.

If you don't find what it is, you can post the files here so I can take a look.
Reply With Quote
  #3  
Old April 1st, 2001, 12:02 AM

chewy027 chewy027 is offline
Second Lieutenant
 
Join Date: Mar 2001
Posts: 539
Thanks: 0
Thanked 0 Times in 0 Posts
chewy027 is on a distinguished road
Default Re: Can you experienced modders please help me?

thank you Daynarr I will take a look at the new stuff.
Reply With Quote
  #4  
Old April 1st, 2001, 04:47 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Can you experienced modders please help me?

One thing for sure, negative numbers are usually bad

I tried to make cobalt warheads have (-500) hitpoints, so when they were shot, they would add 500 damage to the bLast

Unfortunately, the game dosen't like negatives.
Reply With Quote
  #5  
Old April 1st, 2001, 07:55 PM

chewy027 chewy027 is offline
Second Lieutenant
 
Join Date: Mar 2001
Posts: 539
Thanks: 0
Thanked 0 Times in 0 Posts
chewy027 is on a distinguished road
Default Re: Can you experienced modders please help me?

I put the new techs at the end of the file, then i started removing them one by one and loading the game. eventually i found the tech that wouldn't work it was "any planet colonization" from the old VernMod1. i put the rest back in and they all seem to work fine. thanks for everyones help. I wonder why that tech wouldn't work it could have been usefull!
Reply With Quote
  #6  
Old April 1st, 2001, 10:03 PM

jc173 jc173 is offline
Sergeant
 
Join Date: Mar 2001
Posts: 249
Thanks: 0
Thanked 0 Times in 0 Posts
jc173 is on a distinguished road
Default Re: Can you experienced modders please help me?

I've actually run into that problem, I had a multi-environment tech that has as prereqs the three basic conlonization techs. For some reason the game engine does not seem to like that. I've emailed Aaron about it and sent in my new tech, and he said he would take a look at it. I get problems with colony modules that colonize any planet even if they depend only on the three colonization techs. Go figure. Well hopefully Aaron will figure out why.
Reply With Quote
  #7  
Old April 1st, 2001, 11:46 PM

Aussie Gamer Aussie Gamer is offline
Sergeant
 
Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
Posts: 215
Thanks: 0
Thanked 0 Times in 0 Posts
Aussie Gamer is on a distinguished road
Default Re: Can you experienced modders please help me?

I agree with JC173, I had made a multi-planet pod which worked prior to the latest mod, after installing 1.30 it no longer works. You can col any planet with any pod, eg Gas planet with a Rock pod.
I have found that adding any new stuff should be at the end of the file, as it cause real problem with any game that is under way.
Also any game which is under way you can not research any new tech fields as it does not show them. You also have to get the AI to research them as well, I have no idea how to do this!
I have found it a lot better to just build new components and link them to a higher tech, you can increase the levels OK!, and maybe even to a couple of tecg fields as well.
Hope that helps!
Reply With Quote
  #8  
Old April 2nd, 2001, 12:56 AM
raynor's Avatar

raynor raynor is offline
Captain
 
Join Date: Jan 2001
Location: Texas
Posts: 830
Thanks: 0
Thanked 0 Times in 0 Posts
raynor is on a distinguished road
Default Re: Can you experienced modders please help me?

quote:
You also have to get the AI to research them as well, I have no idea how to do this!


Take a look at se4\ai\Default_AI_Research.txt or se4\pictures\races\<race>\<race>_AI_research.txt. Each entry in this file let s you specify a tech area and the minimum level to which the AI should research.

You will need to add your custom tech area to every custom AI research file as well as to the default one.
Reply With Quote
  #9  
Old April 2nd, 2001, 01:55 AM

jc173 jc173 is offline
Sergeant
 
Join Date: Mar 2001
Posts: 249
Thanks: 0
Thanked 0 Times in 0 Posts
jc173 is on a distinguished road
Default Re: Can you experienced modders please help me?

I've found that the tech area file can be a bit cranky. I've emailed Aaron about a few problems I've run into with it. One thing I've noticed is that it seems that if you have new tech areas that have two or more pre-reqs they to need to come at the end of the file. At least that's the only way it seemed to work for me, which seems kind of odd. I've asked Aaron if this is true, or if I just have something buggy going on but haven't received a reply yet.
Reply With Quote
  #10  
Old April 2nd, 2001, 03:58 PM

chewy027 chewy027 is offline
Second Lieutenant
 
Join Date: Mar 2001
Posts: 539
Thanks: 0
Thanked 0 Times in 0 Posts
chewy027 is on a distinguished road
Default Re: Can you experienced modders please help me?

Actually I found a universal colony tech in a different mod and incorporated it into my tech tree and it seems to work fine, even in Version 1.30. if you guys want it i will upload it here for you.

And yes i had to start a new game to use the new techs which really stinks when your as far along in a game as i was. Maybe MM could somehow change things to have new features or mods automatically added into a curent game, but that is probably impossible. oh well.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:40 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.