Mod problems

Hola! I have created 2 new pol parties and set a color (as required) for each of them. However, the color (in the Senate picture) only shows up on the big head of the Senate thing, and not in the seats, which are left blank. Neither party's color will work. Any solutions?

Also, trying to create a tech for the Transport and Freighter pack the tech will not show up in the in-game tech tree viewer, and won't show up when normaly playing the game and researching techs. When I use Ctrl+Shift+S and research all techs, it is the only one (besides Final Frontier) left in the research screen, and I can research it and use the attached ship fine from there. Again, any thoughts?

Thanks!
1,729 views 5 replies
Reply #1 Top
You have a gap in your Party ID sequence. (Remember that the sequence starts at 0 - that's the Federalists' ID.) If the sequence is 0-11, 14, 15, 16, then the game will not color in the seats held by parties 14-16. (I noticed this when I first created the Terraformers party.)

Don't have any advice on the tech problem.
Reply #2 Top
Thanks- fixed the color problem, still looking for help with the techs. I'm going to try deleting the tech, trying different one, and then remaking it.

Also, if a pol party has more than 7 bonuses/penalties (the max you can see in the Senate bonuses screen) will they take effect?
Reply #3 Top
You wil not see the custom-techs in the tree if they have no tech following, if they are the end of a brach, so to say.

To fix this, i created an "Endtech" with ID 9999, a "." in both description fields, with nothing else changed.

This "Endtech" has all my custom techs as tech requirements.

This way i can see all my custom techs in the tree, while "Endtech" as branch-end does not show up. Curiously "Endtech" does not appear at anytime in the game, even if you have researched all its requirements. :)

Here's the example how my current endtech looks like:

//------------------------------------------------------------------------
TECH 9999 EndTech
//------------------------------------------------------------------------
Name "EndTech"
Model ""
Tech_Requirement "MassProduction"
Tech_Requirement "Espionage"
Tech_Requirement "ParticleCannons"
Tech_Requirement "PersonalArmor"
Research_Cost 1
Description "EndTech"
Overview "EndTech"
Tech_Category 1
ENDTECH

Note that this works regardless how many Tech requirements there are. I've just recently "cleaned" my GalCiv from a lot of mods, so right now ther are not many custom techs in it.

~SDC~
Reply #4 Top
Ok fixed the tech problem BUT even before that somewhere along the way some of the improvements disappeared from the game. The Banking Center no longer shows up in the Social Project box, nor do many other improvements I remember being in the game. Does anybody know what's wrong?
Reply #5 Top
Curiously "Endtech" does not appear at anytime in the game, even if you have researched all its requirements.
End of quote


It's the tech_cost of 1 that causes this. The tech is automatically researched at the start of the game. I've had this problem with other mods too.

The Banking Center no longer shows up in the Social Project box, nor do many other improvements I remember being in the game. Does anybody know what's wrong?
End of quote


This suggests that the problem you're seeing is having too many improvements in the game. They do all work, but some planets won't be able to build some improvements for some reason (it's probably an array overrun that causes this). Governors may still be able to build the missing improvements. I'm not sure.

Another symptom of this problem is that planets will start picking up random bonuses (I've had Earth start with a +368% PQ because of this before).

~SDC~