View Full Version : Un-Expected Side Effect
Atrocities
November 17th, 2002, 05:01 PM
Ok I am testing out the new mod I am working on, and using one of the new techs. Funny thing is, somehow I set the game up to explude starting with any type of colonizing ability.
I actually have to reseach all three colony types. I don't get one for free. How I did this I am not certain, but all of the other tech is still availible.
The mod only allowed extra tech after the first turn. Very odd.
This could be a cool addition. For those who realy like to waste time. 82 turns of it. http://forum.shrapnelgames.com/images/icons/icon9.gif
Atrocities
November 17th, 2002, 05:25 PM
I would really love to know how in the hell I did this. I can't figure it out. All the races in the game start with now Colony tech. They have to research them. I would really love to UNDO this.
Any suggestions?
[ November 17, 2002, 15:25: Message edited by: Atrocities ]
Suicide Junkie
November 17th, 2002, 06:11 PM
Did you move the colony components from being the first items in the file?
IIRC, the players are hardcoded to be given the techs required by one of the first three components (specific one depends on whether they chose gas, rock or ice)
Atrocities
November 17th, 2002, 06:20 PM
Thanks SJ, buty they are still at the top of the components list. That was what I thought too.
Do you remember the mod that started the game with destoryer availible? Perhaps that might shed some light on this problem.
I can also send you the mod thus far and you can look at it.
This is very a very odd bug indeed. If its hard coded, which it is, then the colony tech should show up as the starttech is set to 0, thus allowing the game to determine which colony component to give to each player based upon their settings.
All of the new componets were added at the bottom of the list.
I do have a new colony componet that combines all three, and its at the very bottom. I have removed it, but the bug is still there. Very odd indeed.
Atrocities
November 17th, 2002, 06:25 PM
I think it was the added colony tech. I removed it and started a new game instead of resuming the one I was on. This time it seem to work correctly. Rock was already researched. I am going to continue checking this.
No one ever said modding was easy, but bugs like this make it very interesting.
dumbluck
November 18th, 2002, 12:20 PM
Personally, I call it frustration, but to each his own... ;P
Krsqk
November 18th, 2002, 03:13 PM
Check out the Devnullmod. ISTR that it uses a Universal Colony component. I've also had the same problem when I tried to add my own combination colony components.
Krsqk
November 18th, 2002, 03:30 PM
Just one more thought--why not create combo colony comps for each pair of techs--Gas/Rock, Rock/Ice, and Ice/Gas? Just to keep things interesting.
Atrocities
November 18th, 2002, 11:30 PM
That is a cool idea. Thank you for giving it too me. http://forum.shrapnelgames.com/images/icons/icon7.gif (If used, I will give you credit for the idea. http://forum.shrapnelgames.com/images/icons/icon7.gif )
Fyron
November 19th, 2002, 12:29 AM
Originally posted by Krsqk:
Just one more thought--why not create combo colony comps for each pair of techs--Gas/Rock, Rock/Ice, and Ice/Gas? Just to keep things interesting.<font size="2" face="Verdana, Helvetica, sans-serif">I already have that in the new mod I am working on. http://forum.shrapnelgames.com/images/icons/icon12.gif
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