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I have most of the mods installed, so I am not sure which ones I am using.
dennis
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Well, I thought maybe I had screwed up some of the downloads, so I redownloaded all the Mods and played another small game - resulting in another anomolous score. There are 3 different mods that do not work properly and should be fixed or removed from the GalCiv site. Two of them are related to the nanomining. The sympton is that constructor will not disappear, it just stays on top of the starbase. The third one in in the defense of the starbase area. Same sysmpton. When I look into this previously, these don't work because they refer to a prior required technology that doesn't exisit.
The comment about exceeding too much money too early may be the problem I am having. I build trade routes as soon as they are available and I research trade in the 3rd or 4th item to research - after the basic 5 04 6 that are displayed when you start. I then build constructors to start mining resources if any are left that the majors haven't taken, or to build starbases so I can increase the revenue from the trade into an out of the sectors involved. This allows me to get up to 20,000 bc before I ahve to start a military buildup. This seems to work ok without mod, but the same strategy with mods causes an anomolous score.
Well, back to playing without mods.
cheers,
dennis
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Yes,the starbase mod that doesn't work is "Red Star"
Apparently I did not follow the directions correctly on the nano mining mods - I just loaded them. My personal believe is that mods should be self contained.
This raises an issue with political parties. Why cannot not they be dynamically numbered when loaded instead of a fixed number? Seems like that would be an easy thing to do.
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Here is a quote from Hawaii-5-0 on the starbase mod problems
#5 by Diplomat HawaiiFive-O - 6/24/2003 11:04:51 AM
Here's why you are having problems with the SB Modules.
SB Module IDs have to be contiguous. If you leave a gap, all modules after the gap will show up on the screen where you decide what module you want to build next, but they won't allow themselves to be 'planted', as you've described. They also need to be unique.
The 3 SB Modules in JoB's mod are IDs 69, 70, and 71. Stock GalCiv goes up to 55. You will need to renumber the IDs on his SB Modules for them to work. If you've added no other mods, this would mean renumbering them to 56, 57, and 58. Open the .sbmodule files in Notepad, and you will see the IDs in the header section of each module.
IDs are also used to sort the SB Modules whenever they are displayed in-game. For this reason, it is best if you keep their positions relative to each other the same (IOW 'Battle Stations Mark I' should have an earlier ID then 'Battle Stations Mark II', so that Mark I is shown above Mark II).
That should be it. It would be ideal if Stardock would remove the 'must be contiguous' requirement for SB modules, as it makes sharing user made modules a little tricky.
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