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  #1  
Old March 29th, 2003, 01:26 AM
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Default Re: Help with modding problem

I dunno.
Try retyping the component by hand, maybe the copy has some invisible characters messing things up?

And it is a completely unique tech name, right?
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Old March 29th, 2003, 05:43 AM
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Default Re: Help with modding problem

Ok, I found the problem.

My first thought was the invisible control character thingy. I must have retyped it ten times. Then, I tried switching just the tech area names, rather than the entire entry. The problem was linked to the name, not the entry; then it just became an issue of finding the component/vehicle size/facility/mount which was causing the problem.

It turns out, after some experimentation, that a new colony comp was the problem. It seems that SEIV treats techs which give colony comps differently--it ignores the starting level value, instead giving one level of the area providing the appropriate colonization ability for the race (rock, ice, or gas; or in the case of full-tech, one of each). My tech gave all three at tech level 1, so SE4 ignored any attempt to go beyond that. I moved the problem comp to its own tech area, and no more strangeness.

Maybe (a condensed/reworded) Version of this should be added to the modder's guide. I had problems with this several months ago when I started this mod, and obviously forgot it since.
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Old March 29th, 2003, 09:25 PM
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Default Re: Help with modding problem

I added this to SE4 Modding 101:

SE4 treats colony module technologies differently than other technologies. It ignores the Start and Raise Levels. 1 level is given in the first tech area in the file that gives the appropriate colony module type, based on what planet type the race's homeworld uses. No other levels in these tech areas are given to the empire. If you make Rock Colonization Technology have 2 max levels and set it's Start Level to 2, non-rock races get no tech levels, and rock races get 1 tech level in Rock Colonization Technology. The Start Level is ignored. In High Tech Start games, all of the available colony techs are given.
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Old March 29th, 2003, 10:20 PM
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Default Re: Help with modding problem

Great. You might also want to make clear that even high-tech start doesn't give levels beyond the first one (at least in my tests).
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