Invisible Tech Names

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YoMomma
Brigadier Gen.
Posts: 768
Joined: Jun 27 2015
Human: Yes
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Re: Invisible Tech Names

Post by YoMomma »

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Last edited by YoMomma on Jun 30 2019, edited 1 time in total.
Gameplay 1st
Traslogan
Lieutenant
Posts: 86
Joined: Apr 25 2019
Human: Yes

Re: Invisible Tech Names

Post by Traslogan »

Yeah I'd recached, saved the game, quit out the whole game, loaded it back up and loaded said save. It didn't fix it for me.
YoMomma
Brigadier Gen.
Posts: 768
Joined: Jun 27 2015
Human: Yes
Contact:

Re: Invisible Tech Names

Post by YoMomma »

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Last edited by YoMomma on Jun 30 2019, edited 1 time in total.
Gameplay 1st
Traslogan
Lieutenant
Posts: 86
Joined: Apr 25 2019
Human: Yes

Re: Invisible Tech Names

Post by Traslogan »

Nah I was just directly inserting the files I'd modified, again specifically just those 3, with the old ones in a backups folder.
YoMomma
Brigadier Gen.
Posts: 768
Joined: Jun 27 2015
Human: Yes
Contact:

Re: Invisible Tech Names

Post by YoMomma »

.
Last edited by YoMomma on Jun 30 2019, edited 1 time in total.
Gameplay 1st
Traslogan
Lieutenant
Posts: 86
Joined: Apr 25 2019
Human: Yes

Re: Invisible Tech Names

Post by Traslogan »

I've not touched it so idk what I could do to fix it if I've not touched it lol
evildari
Brigadier Gen.
Posts: 629
Joined: Aug 10 2017
Human: Yes

Re: Invisible Tech Names

Post by evildari »

i guess iam late to the party - but it seems you still have issues:

1.RL-Leader Portrait not showing: to be more precise - after you (re)cached your modded files (iam assuming that you have all the filenames in the scenario files correct)
you *start* a new game with your modded scenario / sandbox

2.info: if you select a higher multiplier for natural ressources it will only work up to 6x - i tried that with some of my mods with a 10X Uranium Mine and wondered why i could place only one
There is no such limit for synthetic production (like IG factories)

3. maintenance costs: is unfortunately not directly moddable - see also here what may influence it viewtopic.php?p=190107#p190107

4. possible file issues: in doubt use a spreadsheet calculator for the unit file and a good txt-editor - and not the modding tools (except the very nice mapeditor)
Exporting as CSV (both Codepage 1252 and UTF-8 works) usually produces a working file
- you just need to check those headers like &&TTRTEXT, (compare with games original - just to be sure)
my mods
http://www.bgforums.com/forums/viewtopi ... 79&t=25932 (even techs and units for everyone - AI will own you too)
http://www.bgforums.com/forums/viewtopi ... 79&t=29326 (MARSX2)
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