I've added several racial traits to the game for a mod I'm working on, but I've run into a puzzling bug. (Gold v1.67)
Racial Trait A gives techs A-1 and A-2; start level 1, raise level 0, max level 10, racial tech 8.
Racial Trait B gives tech B-1; start level 1, raise level 0, max level 5, racial tech 11.
Everything works fine in a low tech start. The problem comes when I have a full tech start (all techs researched, right?). Techs A-1 and A-2 are completed (level 10), but tech B-1 is still back at level 1!
When I changed the Raise Level to 5 and tried a medium tech start, the other two techs worked fine, and B-1 was still at level 1!
I tried renaming B-1, but no dice--same problem.
I made a copy of B-1 with a different name--great, the copy is fully researched, but B-1 still isn't.
Delete B-1--Copy of B-1 now has the bug.
Completely delete B-1 and its copy; hand-type new entry for B-1 higher up in file (it was the Last tech area)--
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*getting balder by the minute*
Looking over the new components that required different levels of B-1, I decided that they would all be better off requiring A-1 or A-2 anyway, so I changed the tech reqs accordingly. However, I had one level of CI which required B-1 level 1, so I changed the max level to 1.
New settings: Low tech start, everything's great, all components in proper areas.
Full tech start--WITW? B-1 is fully researched (1 level), as is A-2 (10 levels); but now A-1 is stuck at level 1?!?!
What on earth could cause such a bug? I am confused beyond words. I know it's not a memory thing; I have plenty of free RAM, and I've rebooted twice in the process. Help!!!!!!
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"The Very Very Very Confused" Krsqk