Odd, but relatively minor problem
from
Stardock Forums
I've been working a bit on custom improvements, techs, and starbase modules since around beta3A. usually when I do, I use arbitrarily high ID numbers for data types that have them (1000+ for techs, 50+ for SBModules).
With the introduction of more starbase modules, and a statement to the effect that more are being planned, I reindexed my partially designed modules (which right now are really renamed and modified copies of the originals, sans Terror Star modules, to test what sort of modules can be made and what the limitations on them are) to IDs of 100+, and found an odd quirk.
Apparently SBMODs with ID numbers in the 100+ range confuse the game to the point that it can't figure out what's been built, it ignores the bonuses for modules that it claims have been built because of this bug (but not ones correctly built), and loses track of the Repair bonuses either way.
Is there supposed to be a hard limit on the number of modules that can be in the data files, and if so, what exactly is that limit?...
With the introduction of more starbase modules, and a statement to the effect that more are being planned, I reindexed my partially designed modules (which right now are really renamed and modified copies of the originals, sans Terror Star modules, to test what sort of modules can be made and what the limitations on them are) to IDs of 100+, and found an odd quirk.
Apparently SBMODs with ID numbers in the 100+ range confuse the game to the point that it can't figure out what's been built, it ignores the bonuses for modules that it claims have been built because of this bug (but not ones correctly built), and loses track of the Repair bonuses either way.
Is there supposed to be a hard limit on the number of modules that can be in the data files, and if so, what exactly is that limit?...