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


.SBMODULE file query. please respond!
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by Citizen Acturus Mengsk - 10/12/2003 5:12:27 PM

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..



       Posted via Stardock Central
#1  by Veteran CaptainBizarre - 10/12/2003 7:58:02 PM

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.



                       Posted via Stardock Central
#2  by Diplomat Arturus Magi - 10/13/2003 12:22:11 AM

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..


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.



       Posted via Stardock Central
#3  by Citizen Acturus Mengsk - 10/14/2003 7:02:09 PM

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



       Posted via Stardock Central
#4  by Veteran eradicus - 10/18/2003 12:43:11 AM

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.

                      
#5  by Senator CariElf - 11/18/2003 4:06:39 PM

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.

        
#6  by Veteran eradicus - 11/18/2003 6:32:26 PM

That would be great.Also how about expanding the starbase abilities so we can add more than the generic five hard coded ones.

                      
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