new colony techs/components
I had a question about modding the tech tree. I've managed to successfully add a small number of my own custom techs to the SE4 techarea.txt file, and they seem to work out ok. I tried making a multi-environment tech for creating a colonizing component that can colonize any type of colony late in the game. However, everytime I try that that game will not load, citing an error in the techarea.txt file. I can add a multi-environment colony module into the game if it depends only on having all three existing colonization techs, but it causes a different error where species have different colony techs than what is specified in their race setups, ie for human it would give them gas giant colonization rather than rock planet colonization. Are there rules hard coded into the engine that prevent changes/additions to technologies and components involving colonization?
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