Component leveling error |

I have a bug in my mod that I don't know what the issue is (possible SEV issue?): I have several components similar named (KEW Canons with mark series) and available when projectile tech is researched further, the problem starts when you reach enough tech in projectile to get the second mark series and it starts at level 100, not 1 or even at the current level of projectile tech level.
Anyone see or hear something similar and does anyone have an idea what causes or will fix it?
The component:
Name := KEW Manned Heavy Cannon
Description := Kenetic Energy Weapon (KEW) Longe range cannon that fires Large explosive rounds. Component is crewed.
Picture Number := 235
Maximum Level := 100
Tonnage Space Taken Formula := 35
Tonnage Structure Formula := 35 + (([%Level%] - 1) * 2)
Cost Minerals Formula := 100 - (([%Level%] - 1) * 2)
Cost Organics Formula := 0
Cost Radioactives Formula := 30
Supply Amount Used Formula := 6
Ordnance Amount Used Formula := 2
Can Be Placed On Vehicle Types := Ship, Base, Weapon Platform
Can Be Placed In Ship Sections := Outer Hull
Component Type List := Technological
General Group := Weapons
Custom Group := 0
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 5 in Projectile Weapons.
Requirement 1 Formula := Get_Empire_Tech_Level("Projectile Weapons") >= [%Level%]
Requirement 2 Description := Empire must have Mechanical Cylon, Colonial or Terran Technology racial trait.
Requirement 2 Formula := empire_has_racial_trait( "Colonial Technology") or empire_has_racial_trait( "Terran Technology") or empire_has_racial_trait( "Mechanical Cylon Technology")
Number Of Abilities := 2
Ability 1 Type := Ordnance Storage
Ability 1 Description := KEWs store [%Amount1%] units of ordnance.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 100
Ability 1 Amount 2 Formula := 0
Ability 2 Type := AI Tag 02
Ability 2 Description :=
Ability 2 Scope := Space Object
Ability 2 Range Formula := 1
Ability 2 Amount 1 Formula := 1
Ability 2 Amount 2 Formula := 1
Weapon Type := Direct Fire
Weapon Delivery Type := Projectile
Weapon Target Type List := Ship, Base, Weapon Platform, Satellite, Drone
Weapon Damage Type Formula := "Normal"
Weapon Space At Range Distance Increment := 10.0
Weapon Space Min Damage At Range := 0.0
Weapon Space Max Damage At Range := 0.0
Weapon Space To Hit Modifier At Range := 0.0
Weapon Space Min Damage Modifier Formula := (60 + (([%Level%] - 1) * <img src="/modules/smileys/examples/cool.png" title="Cool" alt="Cool" />) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula := (80 + (([%Level%] - 1) * <img src="/modules/smileys/examples/cool.png" title="Cool" alt="Cool" />) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space To Hit Modifier Formula := 0 - ([%Range%] * 0.7)
Weapon Reload Rate MS Formula := 1900
Weapon Display Type := Bolt
Weapon Space Display Effect Name := Bolt 2
Weapon Ground Display Effect Name := Bolt 2
Weapon Explosion Effect Name := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name := KEW
Weapon Bolt Speed := 0.08
Name := KEW Manned Heavy Cannon Mk II
Description := Longe range cannon that fires Large explosive rounds. Component is crewed.
Picture Number := 235
Maximum Level := 100
Tonnage Space Taken Formula := 35
Tonnage Structure Formula := 35 + (([%Level%] - 1) * 2)
Cost Minerals Formula := 100 - (([%Level%] - 1) * 2)
Cost Organics Formula := 0
Cost Radioactives Formula := 30
Supply Amount Used Formula := 6
Ordnance Amount Used Formula := 2
Can Be Placed On Vehicle Types := Ship, Base, Weapon Platform
Can Be Placed In Ship Sections := Outer Hull
Component Type List := Technological
General Group := Weapons
Custom Group := 0
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 8 in Projectile Weapons.
Requirement 1 Formula := Get_Empire_Tech_Level("Projectile Weapons") >= 8
Requirement 2 Description := Empire must have Mechanical Cylon, Colonial or Terran Technology racial trait.
Requirement 2 Formula := empire_has_racial_trait( "Colonial Technology") or empire_has_racial_trait( "Terran Technology") or empire_has_racial_trait( "Mechanical Cylon Technology")
Number Of Abilities := 2
Ability 1 Type := Ordnance Storage
Ability 1 Description := KEWs store [%Amount1%] units of ordnance.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 100
Ability 1 Amount 2 Formula := 0
Ability 2 Type := AI Tag 02
Ability 2 Description :=
Ability 2 Scope := Space Object
Ability 2 Range Formula := 1
Ability 2 Amount 1 Formula := 1
Ability 2 Amount 2 Formula := 1
Weapon Type := Direct Fire
Weapon Delivery Type := Projectile
Weapon Target Type List := Ship, Base, Weapon Platform, Satellite, Drone
Weapon Damage Type Formula := "Normal"
Weapon Space At Range Distance Increment := 10.0
Weapon Space Min Damage At Range := 0.0
Weapon Space Max Damage At Range := 0.0
Weapon Space To Hit Modifier At Range := 0.0
Weapon Space Min Damage Modifier Formula := (65 + (([%Level%] - 1) * <img src="/modules/smileys/examples/cool.png" title="Cool" alt="Cool" />) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space Max Damage Modifier Formula := (85 + (([%Level%] - 1) * <img src="/modules/smileys/examples/cool.png" title="Cool" alt="Cool" />) - iif([%Range%] > Min(120, (([%Level%] - 1) * 4) + 80), 10000, 0)
Weapon Space To Hit Modifier Formula := 0 - ([%Range%] * 0.7)
Weapon Reload Rate MS Formula := 1800
Weapon Display Type := Bolt
Weapon Space Display Effect Name := Bolt 2
Weapon Ground Display Effect Name := Bolt 2
Weapon Explosion Effect Name := [Random Specific Type] Weapon Explosion
Weapon Sound Effect Name := KEW
Weapon Bolt Speed := 0.08
Re: Component leveling error
Submitted by Zac QuickSilver on Mon, 2008-06-30 11:34.
You are aware that both weapons cost negative minerals past level 50, right?




Re: Component leveling error
Solved my own problem, sorta. Still not sure why it does what it does but I did find a solution that works:
Just add another requirement from a different tech (I added construction). This seems to work, it begins stratifying the level advancements.