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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Tech Sharing UP Issues in 1.13
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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



        
#1  by Senator Drengin - 12/18/2003 1:00:27 PM

thanks Cari
does this sort out UP issues, or is it best to still remove the two?

um being rather stupid forgot to backup files first.
would you be kind enough to send copy of them to me ->lordmegatron@tiscali.co.uk Email


[Message Edited]
                         Posted via Stardock Central
#2  by Citizen MeatSac - 12/18/2003 1:13:55 PM

Hmm. That link isn't working like a link for me; it's behaving like text. I copy/pasted and got the file.


                      
#3  by Senator CariElf - 12/18/2003 1:31:32 PM

http://www.joeuser.com/sdfiles/xtechs.zip

http://www.joeuser.com/sdfiles/TechRevolution02.zip

http://www.joeuser.com/sdfiles/Data%201.13.zip

Also, if you put the files in the mods folder, make sure that you enable mods.  If you use the files in xtechs.zip, it is safe to use the TechRevolution issues. 

The first link is the same, but is actually a link this time.

The second one contains the tech revolution up issues.

The third contains the full set of original files for 1.13


[Message Edited]

        
#4  by Senator Drengin - 12/18/2003 1:39:17 PM

Thanks youre a star



[Message Edited]
                         Posted via Stardock Central
#5  by Veteran Theoden of Rohan - 12/18/2003 2:20:15 PM

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.

                          
#6  by Citizen Bakka - 12/18/2003 3:38:15 PM

link to tech tree has been changed from 999 to 199

CariELf has changed alot of tech ID's to get rid of the bugs and one of the tech's is for the impossible tech (which you can't research ) This is in the tech tree to allow space sharks to be in the game.

                      
#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.

        
#8  by Senator Drengin - 12/18/2003 6:32:32 PM

cari. what are the range of numbers that we need to avoid? thinking some mods may trigger events if they fall within resource leak.
Thanks


[Message Edited]
                         Posted via Stardock Central
#9  by Senator CariElf - 12/18/2003 6:45:08 PM

You want to be below 200. 

        
#10  by Ambassador Ray the Wanderer - 12/18/2003 8:36:12 PM

Thanks for the fixes, Cari.



                         Posted via Stardock Central
#11  by Veteran Theoden of Rohan - 12/19/2003 8:31:03 AM

Everything now runs fine as froghair! Thanks to Cari (and to Lord Megatron who has really worked his tail off on the mods site!).

                          
#12  by Ambassador Ray the Wanderer - 12/19/2003 8:32:37 AM

Just reminded to go achive my good 1.13 now before I get the beta later.



                         Posted via Stardock Central
#13  by Veteran Theoden of Rohan - 12/19/2003 8:36:16 AM

Great idea, Ray! I'll have to do that when I get home!

                          
#14  by Citizen PJ_ - 12/19/2003 10:33:56 AM

Just out of curiosity, what would happen if you got two techs from mods that happened to have the same ID number?



                       Posted via Stardock Central
#15  by Senator CariElf - 12/19/2003 10:50:51 AM

Um, it should assign a new ID to the second one.

--Cari



        
#16  by Citizen Embird - 12/19/2003 7:01:26 PM

I upgraded to 1.13 before I read the forum.

Is there any easy way to revert back to 1.12?

                      
#17  by Ambassador Ray the Wanderer - 12/19/2003 7:04:53 PM

No need to, Marquesa. Just apply the fix as described by CariElf above. I've not encountered any problems with 1.13 since.



                         Posted via Stardock Central
#18  by Senator Drengin - 12/19/2003 7:11:29 PM

marquesa download and walkthrough are available at mods site. click link on index page and open zip. text file inside has 'idiot proof' instructions.
(by the way i'm not saying your an idiot! )

mods site ->http://files.galciv.org Link



                         Posted via Stardock Central
#19  by Citizen Embird - 12/19/2003 7:11:50 PM

Too complicated for me.
I will wait for a fix.

                      
#20  by Diplomat Dearmad - 12/19/2003 8:05:34 PM

I wish the updates would be a little more careful with breaking things. I remember this was one of the reasons there was a big push to buy Drengin if you wanted beta releases... Yeah, a little scolding, but c'mon, let's not break the game in haste to make it better.


[Message Edited]
[Message Edited]
                     Posted via Stardock Central
#21  by Citizen Bill Ko - 12/19/2003 8:06:03 PM

#3 by Senator CariElf - 12/18/2003 1:31:32 PM http://www.joeuser.com/sdfiles/xtechs.ziphttp:/ Link/www.joeuser.com/sdfiles/TechRevolution02.ziphttp://www.joeuser.com/sdfiles/Data%201.13.zipAlso Link, if you put the files in the mods folder, make sure that you enable mods. If you use the files in xtechs.zip, it is safe to use the TechRevolution issues. The first link is the same, but is actually a link this time.The second one contains the tech revolution up issues.The third contains the full set of original files for 1.13


Umm, I'm confused here:

If I just wanted to fix the darned thing, which zip file will do the trick for me? (All those choices cause a buffer overflow when I try to process them all at once.)

Bill



                         Posted via Stardock Central
#22  by Ambassador Ray the Wanderer - 12/19/2003 8:10:41 PM

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.



                         Posted via Stardock Central
#23  by Citizen Bill Ko - 12/19/2003 8:50:55 PM

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.


Thanks, Ray! My I/O buffer is very small and gets overwritten very easily.

Bill



                         Posted via Stardock Central
#24  by Citizen James Hinote - 12/20/2003 9:56:50 AM

Hi,

When will this be officially patched?

Thanks

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