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  #1  
Old July 10th, 2001, 05:39 AM

Trachmyr Trachmyr is offline
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Default Something funny with \"full tech\"

Ok, I'm testing my new space monsters, and when I activate full tech, one of their tech-fields isn't researced at all!

Anyone know why this is happening?
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  #2  
Old July 10th, 2001, 08:44 AM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: Something funny with \"full tech\"

Is the tech-field outgreyed in research window or is it white ?
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  #3  
Old July 10th, 2001, 11:51 AM

Trachmyr Trachmyr is offline
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Default Re: Something funny with \"full tech\"

No it's white, and researchable... but it should of been research already. Happens all the time, not a random occurance (to the same tech each time)... note that all the other techs except one are fully researced.
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  #4  
Old July 10th, 2001, 11:50 PM

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Default Re: Something funny with \"full tech\"

Well, it's connected to componets.txt... not sure how though.

It is a NEW tech area, called "Internal Organ Mutation" and has 12 levels. It will not advance beyond level one in a full tech game, or in a medium tech game (tried RAISE LEVEL 1,2,11)... furthermore, if I set it's starting level above 1, it STILL only starts at level 1... I tried START LEVEL 12, and started the game with only level 1 researched.

I tried moving it's location in techarea.txt... no dice.
I tried altering point costs... no dice.
Then I created a new tech area "Organ Mutation", and set all the new componets to need "Organ Mutation" instead of "Internal Organ Mutation" and started se4. Guess what? The tech field that won't start researched has now become "Organ Mutation", and "Internal Organ Mutation" is now fully researched!

I thought, ok... I'll such switch the componets back to requiring "Internal Organ Mutation" and leave the Techarea.txt alone for now.... But NO! , as soon as I did that, it switched back to "Internal Organ Mutation" not being researched.

To make a long frustrating story short, I tried a few more name switch-a-roos, but no matter what, the tech field that won't research is the one that the componets.txt uses... so the "bug" is generated by componets.txt.

To check it out, I researched out the entire tree during game play (you can research the techfield, it just won't start researched), and had no problems... and all componets were usable.

So I have no idea what is going on! I could try to alter each componet one by one to find out if a single componet is the "culprit", but that's over 50 entries! And what do I do if I find it(them)?

This is really annoying me, if anyone has some clever ideas/info let me know... otherwise this "bug" is going to be a "feature" in the mod.
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  #5  
Old July 11th, 2001, 01:37 AM

Nitram Draw Nitram Draw is offline
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Default Re: Something funny with \"full tech\"

What is the starting tech level 0 or 1?
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  #6  
Old July 11th, 2001, 01:39 AM
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Default Re: Something funny with \"full tech\"

Is this a new tech area that you've added, or one of the areas that came with the game?

Most mods don't add tech areas, so you may be the first person to notice this bug, and it could have been there for a very long time!

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  #7  
Old July 11th, 2001, 04:50 AM

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Default Re: Something funny with \"full tech\"

You may well be the very first to try this. Most mods add components to existing tech areas. What I suggest is having a racial specific enabling tech and put the components in an existing tech tree with a required second tech which is the enabling racial tech. It should take only a few minutes to do this....
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Old July 11th, 2001, 04:53 AM

Trachmyr Trachmyr is offline
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Default Re: Something funny with \"full tech\"

quote:
Originally posted by LCC:
You may well be the very first to try this. Most mods add components to existing tech areas. What I suggest is having a racial specific enabling tech and put the components in an existing tech tree with a required second tech which is the enabling racial tech. It should take only a few minutes to do this....


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  #9  
Old July 11th, 2001, 04:57 AM

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Default Re: Something funny with \"full tech\"

quote:
Originally posted by LCC:
You may well be the very first to try this. Most mods add components to existing tech areas. What I suggest is having a racial specific enabling tech and put the components in an existing tech tree with a required second tech which is the enabling racial tech. It should take only a few minutes to do this....



Actually, it's a longer process than you think with over 100 componets... but it's gaot another huge disadvantage, it gives the monsters the "normal tech" from those trees as well... making sure the monsters use only there tech can be a problem and impossible in some aspects (such as propulsion, as their jets have slower strategic movement than other engines... but have built in afterburners)... ofcourse I go always add in another enabling tech for the normal stuff so the monsters can't use it... but that would require a change to every single Version of every componet... a lot of work, and it'll make it much harder to update the mod for future patches of SE4 or TDM)...
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Old July 11th, 2001, 05:12 AM

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Default Re: Something funny with \"full tech\"

Actually, if you want to make a tech tree "enabled" simply, you don't have to mod componets at all.

What you do:
-Make a tech called "normal"
-Make another called Squid

-Now, make it so all the normal techs require the "Normal" tech area, and the squids need the "squid" tech area. Set the start level and raise level of these techs to 1, and the maximum level to 1. Give them both racial tech areas.

-Now make two racial traits, normal and monster. Make them apply the appropriate racial tech numbers.

-Last step, and optional. Make EVERY normal tech area require the "normal" tech, and every squid area require the "squid" tech, in addition to their normal requirements. What this does: it prevents the tech from being captured by the "other side" via boarding parties, trades, intel, etc. They won't be able to understand it.

I may edit this later.. I didn't explain very well.

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