Are the starbase modules moddable? Is it possible to create more modules for them for upgrades? Thanks.
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It's theorethically possible, but I'm not getting any to work. When the constructor goes to build one, it just... kinda... doesn't.
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They do work, there's just an internal limit to the id number you can give it. Right now, no SBMODULE with a number above 80 will work.
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60 didn't seem to work either. I'll try it with a lower number, and if /that/ doesn't work, I'll post it here and see what the problem is.
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Okay, had to lower it quite a bit. I think Stardock's going to need to expand the number, 'cause we're going to fill starbase modules awfully quick.
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I have modules above 60 locally, and they worked before 1.02.036. I haven't gotten a starbase constructed in current game, so I'm not certain about the current version.
And, for reference, don't lower it below 56, or you'll conflict with the Bonus Pack's added modules. Conflicts with the base game start at 52.
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I've got it at 59, I think.. but I did check the number with the main and mod-pack values. Works pretty fail, and acts as a good culture boost until you can build the big-ol' culture palace.
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#7
by Senator CariElf - 4/8/2003 5:13:11 PM
Actually, it can't be higher than the number of modules. We have a dummy module called Bookend in the coremodules.sbmodule file that serves as the upper limit. We're going to be fixing that soon.
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Odd. I noticed the Bookend entry (id no. 52, when I first saw in in 1.00[rc]), but didn't remove it, and my added modules still worked up to somewhere around 75-85, or did until 1.02.0xx, anyway.
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#9
by Senator CariElf - 4/9/2003 12:01:17 PM
That is odd. But once we fix it, it'll be a moot point anyway.
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Well, FIX it. 
And free up my mods, dangit! 
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#11
by Senator CariElf - 4/10/2003 9:47:19 AM
heh...you've seen the bug report thread, haven't you?
--Cari
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I did.. but it scared me.
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#13
by Veteran Branko - 4/12/2003 4:33:10 AM
You have to check your classics CariElf
"It's a Moo point. Like a cow's opinion: It's Moo"
exerpt from Friends.
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