NanoTechnology Mod 2.0

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.

http://mrbots666.tripod.com/index.html
2,610 views 16 replies
Reply #2 Top
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. :HOT: :p

~SDC~
Reply #3 Top
I tried the Nanotechnology mod over this past weekend and while parts of it worked parts did not.

1. The starbase modules were unbuildable. After researching the tech the slot showed up in the starbases but when I moved a constructor over the starbase and selected the Nanolathing module the constructor never vanished and the module was never added to the starbase.

2. The good only additional techs never appeared, I haven't had a chance to check whether the evil only techs appear.

The wonders did appear and were buildable and I do have the enhanced terraforming mod installed, which has worked flawlessly.
Reply #5 Top
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.


~SDC~
Reply #6 Top
Thanks HawaiiFive-O. I was planning to look at the files tonight and you saved me some time and effort.

Any thoughts on why the Good, and probably Evil, only techs won't show up on the tech screen if you are of the proper alignment?
Reply #7 Top
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.

~SDC~
Reply #8 Top
Thanks again. That was it alright. In the games I was trying the mod in I only reached the mid 80's in alignment before the game ended.

Reply #9 Top
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. :)

http://mrbots666.tripod.com/index.html

All my mods can also be d/l'd from the CDG forums.
Reply #11 Top
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.
End of quote


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.

~SDC~
Reply #12 Top
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).
End of quote


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.
End of quote


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.
Reply #13 Top
And yet, it does. Provided the Tech ID is less than 1106, that is.
End of quote


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).

~SDC~
Reply #14 Top
Hmm.... I wonder if it tries to read all techs with IDs below the highest one in the game when it is started.
End of quote


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.

~SDC~
Reply #15 Top
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.
Reply #16 Top
Is there a reason why tech's from a mod do not show in the tech tree viewer?
End of quote


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.

~SDC~