starbase module mod numbering question
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Stardock Forums
I have downloaded a mod that has starbase modules that have numbers that don't take up where the standard ones leave off, causing them to be unusable. Is it okay to create (using GalCiv writer) a mod with a bunch of dummy starbase moduless that have no attributes to fill in the missing numbers? Hopefully it will bridge the gap and do nothing else (except maybe eat up a small amount of memory)? I am hoping that since there would be no references to them in the tech tree, etc, it won't affect the game, and I don't run the risk of renumbering the modules in the downloaded mod incorrectly (all it takes is ONE incorrect number, and...).
Thanks!
Bill
~SDC~
Thanks!
Bill
~SDC~