I don't know if anybody has been watching my "More new mods" thread, but I figured I'd post a new message so everybody could know. I've recently made a new mod called NanoTechnology, infact it was done a couple days ago, but today I got the feeling it was missing something, and so I changed some stuff around, added some more stuff into it, and it's working fine now.
The new mod, NanoTechnology 2.0, is on my site at the following link, and will also be in the library soon.
Link
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If you have not posted this at CDG I will do it for you. You are another excellent modder JoB. Keep up the great work you are doing. We all love it.
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I too, had problems with the additional SB modules. Everything else worked fine.
Thanks again JoB!
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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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Sorry about that! I forgot all about the first part of your problem.
Could be a couple of things. I've had very weird results dropping in techs with IDs > 1000 in the middle of a game. If you play from the start you are OK, though.
If you didn't add these mods midstream, then the other thing it might be is he's got the alignment requirement at 90. Could it be you were good but not quite good enough? At 70 you get the white screen, but you've got 20 more points to go before building this tech.
The evil tech's alignment category is 10, so you've got to be pretty evil to research it as well.
If it is neither of those, I'm stumped. Everything else looks good. If there's still a problem I'll have to dig into it more closely. Let me know, please.
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Yea, sorry about the ID numbers everybody. This mod was made using numbers that I hadn't already used in my other mods, and that's why there's gaps. You can either use Hawaii's method to fix it, or goto my website and d/l my other mods to fill in the gaps. 
Link
All my mods can also be d/l'd from the CDG forums.
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| I've had very weird results dropping in techs with IDs > 1000 in the middle of a game. If you play from the start you are OK, though. |
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Dropping in techs midgame shouldn't work at all, regardless of their ID. GalCiv reads the defined techs from the save game. The only way that should work is if you're changing an existing tech, or you renumber techs, in which case it pulls out the ones with the same ID numbers (and will probably crash if one of those numbers are now missing altogether).
Everything else is changable midstream, though, and that will cause mass confusion with Social Improvements, as the game records which are built by the order they appear in the internal sort, not by name. Adding new improvements mid-game will change that sort, and cause your built improvements to spontaneously change without updating the planet's stats.
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| Dropping in techs midgame shouldn't work at all, regardless of their ID. GalCiv reads the defined techs from the save game. The only way that should work is if you're changing an existing tech, or you renumber techs, in which case it pulls out the ones with the same ID numbers (and will probably crash if one of those numbers are now missing altogether). |
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And yet, it does. Provided the Tech ID is less than 1106, that is.
| Adding new improvements mid-game will change that sort, and cause your built improvements to spontaneously change without updating the planet's stats. |
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Yes, this matches the behavior I've seen when adding Improvements midstream.
The advice I've always given is add Techs/Improvements to a new game, not an old one. It's safest.
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| And yet, it does. Provided the Tech ID is less than 1106, that is. |
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Hmm.... I wonder if it tries to read all techs with IDs below the highest one in the game when it is started. The next time I get a game close to a tech win I could test that fairly easily (some of my in-progress and intentionally imbalanced testing mods have tech IDs going up to 13000).
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| Hmm.... I wonder if it tries to read all techs with IDs below the highest one in the game when it is started. |
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Yes, that would make sense. The highest ID number currently on my machine is 1107. I thought it was a little coincidental that it would accept up to 1106.
This would also explain why my original notes say greater than or equal to 1000 mid-stream don't work (Impossible Tech is 999).
It seems you can add Techs midstream provided their IDs are lower than the highest ID you have in your installation, for most this would be 998 and lower.
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Is there a reason why tech's from a mod do not show in the tech tree viewer? Did I do something wrong? I am playing the latest version of the Beta Expansion Pack.
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| Is there a reason why tech's from a mod do not show in the tech tree viewer? |
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I answered elsewhere as well. There's a bug in the Beta wherein techs not in GCTech.tech do not show in the in-game Tech Tree Viewer. I'm sure Stardock will fix it soon, you've done nothing wrong.
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