.SBMODULE file query. please respond!

does anyone no why when you create a new module that requires a certain technology it doesnt show up under 'modules' on the tech summary. ive done the same for a .SHIP file and it works perfectly, showing up on the tech summary. thanks in advance.. :)

~SDC~
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Reply #1 Top
The SBModules are much more finicky about numbering. Note that the number in the following example follows the last legitimate number in the list of SBModules. Not like .TECH numbers, which don't have to be sequential.

//------------------------------------------------------------------------
SBMOD 56 SpaceMalls
//------------------------------------------------------------------------
Name "Space Mall"
Model "Starbase01"
Tech_Requirement "Trade"
Module_Requirement "TradingCenter"
Description "Increases monthly income of Trade Vessels traveling through this sector."
ModuleSize 1
LocalAbility "Trade"
LocalAbilityValue 15
Type 2
ENDSBMOD

(I split Trade Centres so that two +15 modules took the place of one +25 module, giving me more stuff to build.)

End transmission.

~SDC~
Reply #2 Top
does anyone no why when you create a new module that requires a certain technology it doesnt show up under 'modules' on the tech summary. ive done the same for a .SHIP file and it works perfectly, showing up on the tech summary. thanks in advance..
End of quote


SBModules have to be sequential. If there are any gaps, it won't work. They also used to have to be numbered lower than the BOOKEND module, but I don't know if that is still the case now.

~SDC~
Reply #3 Top
couldnt the GalCiv team fix the problem? cos surely every new third party module is not gonna be able to be played with other third party mods

~SDC~
Reply #4 Top
To do that I used galciv writer and notepad to keep an accurate list of all techs,improvements,sb mods etc..in my own game and when I add something I use these lists to keep my numbers straight.Galciv will help straighten minor ones up but sometimes you have to change a couple numbers in 2 or 3 files to make mod work correctly.
Reply #5 Top
Yeah, I'm going to work on fixing the numbering issues for both the techs and the sbmodules this week.  Drink some Mt. Dew and eat chocolate in sympathy for me, though...I have a feeling it's not going to be fun. :)
Reply #6 Top
That would be great.Also how about expanding the starbase abilities so we can add more than the generic five hard coded ones.