by Senator CariElf - 12/18/2003 12:48:41 PM
Ok, it turns out there's a resource leak in those issues which was probably trashing memory as well as getting stuck in the endless loop. I fixed the problem with code on my end, and I made a fix for you guys that doesn't require a code change. Make a backup folder and move your .tech files and monster.ship into it, then unzip these files to your data folder or your mods\data folder. This is a temporary fix until we can get the rest of the code in to make techs not dependent on IDs, which is why I advise backing up your old files. This also has the fixed requirements for LargeScaleBuilding and XenoIntimidation.
http://www.joeuser.com/sdfiles/xtechs.zip
| |
|
|
|
|
|
|
|
|
|
| Make a backup folder and move your .tech files and monster.ship into it |
|
Okay, dumb question here. What is the deal with the monster.ship file? I thought the only problem was with the two UP issues.
| |
|
|
|
#7
by Senator CariElf - 12/18/2003 6:29:36 PM
Yeah, I moved the Tech IDs out of range of the resource leak, so that it wouldn't happen. Cheesy, but it works. 
| |
|
|
|
#9
by Senator CariElf - 12/18/2003 6:45:08 PM
You want to be below 200.
| |
|
Thanks for the fixes, Cari.
| |
|
Everything now runs fine as froghair! Thanks to Cari (and to Lord Megatron who has really worked his tail off on the mods site!).
| |
|
Just reminded to go achive my good 1.13 now before I get the beta later.
| |
|
Great idea, Ray! I'll have to do that when I get home!
| |
|
|
|
#15
by Senator CariElf - 12/19/2003 10:50:51 AM
Um, it should assign a new ID to the second one.
--Cari
| |
|
|
|
No need to, Marquesa. Just apply the fix as described by CariElf above. I've not encountered any problems with 1.13 since.
| |
|
|
|
|
|
|
|
|
|
xtechs.zip is the one you are looking for.
Since it replaces the .tech and monster.ship files in the data folder, Cari is suggesting that you make a backup of those files.
| |
|
|
|
Hi,
When will this be officially patched?
Thanks
| |
|
|
|
|