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  #1  
Old April 12th, 2002, 05:40 AM
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Krsqk Krsqk is offline
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Default Modding Oddity Question (an Odd Mod Question?)

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)-- *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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Old April 12th, 2002, 07:24 AM

Val Val is offline
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Default Re: Modding Oddity Question (an Odd Mod Question?)

Can you post a zip of the data folder?

Is it Gold or old and what patch?
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Old April 12th, 2002, 03:41 PM

Val Val is offline
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Default Re: Modding Oddity Question (an Odd Mod Question?)

heh... sorry, was like 3:30am here and I was lucky enough to see the keyboard. Thanks for the slap and point though
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Old April 13th, 2002, 01:13 AM

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Default Re: Modding Oddity Question (an Odd Mod Question?)

quote:
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)
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Old April 13th, 2002, 07:17 AM
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Default Re: Modding Oddity Question (an Odd Mod Question?)

I've done some more testing, and I've narrowed the problem down to the Components.txt file. Only Racial Trait 8 is having the problem now. When I copy the default Components.txt file over my new one, the full tech option works perfectly. Now I'm really confused. I found some abilities that didn't have a Val 1 but should have; but that didn't fix anything (except the armor regen ). Please help if you have any ideas.

[EDIT] I finally tracked down the error. It seems SEIV doesn't like having one tech area allow more than one colonizing ability. My universal colonizer component was the problem. When I split it up into three components, it still messed up; but when I made it into three separate tech areas, the game treated full tech just fine.

[ 14 April 2002: Message edited by: Krsqk ]

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