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Home » news » forums » Support & Feedback » Bug Reports

Unable to add new techs

bearclaw's picture
Submitted by bearclaw on Thu, 2008-04-10 21:23. Bug Reports

Since upgrading to 1.71 I can no longer add or change the names of any techs in the TechArea.txt file.

I tried adding 2 new tech areas and everything looked fine except when I started a game, those 2 techs do not show. No error message when loading the mod.

As a test, I changed just the name of Physics tech area (added 'rty' to the end of the name only) and when I loaded a game, 'Physics rty' was not available. Neither was just 'Physics'.

Another test, I reloaded SEV without the patch to 1.71 and I'm fully able to add more techs or rename existing techs. Upgrade to 1.71, can't and new or rename existing techs. Kinda makes modding difficult.

‹ Several bugs bugs with massive games in 1.71 ›
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Captain Kwok's picture
Mod Designer

Re: Unable to add new techs

Submitted by Captain Kwok on Thu, 2008-04-10 21:31.

It looks like name changes only register now with new games and not existing saved ones. SE5 must be remembering them by name now, rather than by index number.


Space Empires Depot | SE:V Balance Mod

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bearclaw's picture
Mod Designer

Re: Unable to add new techs

Submitted by bearclaw on Thu, 2008-04-10 22:21.

Except that for each test, I created a new game. No saved game loaded at all.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"

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Mod Designer

Re: Unable to add new techs

Submitted by Fyron on Fri, 2008-04-11 01:09.

New empire file?


SpaceEmpires.net | Space Empires Wiki

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bearclaw's picture
Mod Designer

Re: Unable to add new techs

Submitted by bearclaw on Fri, 2008-04-11 09:32.

Actually, no... I have a test empire that I was using.
Good call, I'll check that right after work.

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"

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bearclaw's picture
Mod Designer

Re: Unable to add new techs

Submitted by bearclaw on Fri, 2008-04-11 15:40.

Was able to test this out. It wasn't the saved empire. I created a new empire and had the exact same result.

However, I forgot that for testing, I had a saved Game setup that I was using. When I didn't load that, then the new techs were there.

However however, without the saved game setup, the saved empire cause an access violation. So I'm wondering, would this prevent an update mod from being used in existing games if there is a change to the TechArea.txt file?

Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"

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