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November 6th, 2007, 06:25 PM
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Major
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Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
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Re: Issue with planet type and new race
That custom universal colony module might be your problem. Try adding a separate tech area for it in the TechAreas.txt data file and see if that fixes your problem.
When the game selects starting colony techs I believe it simply selects the first TechAreas.txt entry that will yield a component with the home planet type colonization ability. You might also try moving the component entry around in Components.txt to see if that does anything.
The Colony Tech Mod 2 works by exploiting this behavior, so you might want to download it and take a look at the data files to get an idea of how it all works.
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November 6th, 2007, 06:47 PM
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Private
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Join Date: Jul 2002
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Re: Issue with planet type and new race
"You might also try moving the component entry around in Components.txt to see if that does anything."
This is starting to sound familiar - I moved the universal colony component to the very beginning of the component file, and that seems to have fixed it. (I had originally added it to the bottom.)
I'm recreating a personal mod I made years ago, and apparently I've forgotten a lot of the "gotchas" about modding this game.
Anyway, thanks for the tip!
Kammak
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November 6th, 2007, 10:08 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Issue with planet type and new race
Starting colony tech assignment is done by assigning the first level of every technology required by the last component with the appropriate colonization ability in the components file. Whew, that was a mouthful!
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November 7th, 2007, 01:21 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Re: Issue with planet type and new race
Ah, I knew it was something overly complicated and completely unintuitive.
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July 31st, 2008, 11:20 PM
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Major
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Join Date: Oct 2000
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Re: Issue with planet type and new race
Quote:
Fyron said:
Starting colony tech assignment is done by assigning the first level of every technology required by the last component with the appropriate colonization ability in the components file. Whew, that was a mouthful!
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Hey, I also just realized that this means races with different starting planets can start out with different technologies researched. So a Rock race could automatically have a head start in, say Physics, if you simply add a Physics 1 requirement to the rock colony component.
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