Custom Trade good crash

Hello all,

I hope somebody can help me here.  I've created a new custom trade good but it is causing issues.  Everything works for it until it is built.  Once the building of the trade good is complete the game chokes on it and crashes.  I used the Improvements editor that came with my newly dl'd Ultimate edition. 

I just want to clarify everything... the custom trade good was saved, the icons appear where and when they should.  The only problems I am having is that I can not assign it a 'special id' number and like I said once the product is built the game crashes.

 

any suggestions?

 

Patrick

4,709 views 4 replies
Reply #1 Top

All Trade Goods need a unique 'Special ID'. That is most likely the problem, if you can't assign one. Open the PlanetImprovements.xml with a text editor (Notepad++ works great for this) and edit the Trade Good directly.

If that doesn't help, post the code for the Trade Good and I will take a look at it. 

Reply #2 Top

Thanks for the quick reply.

I actually tried that but I can't save the file, GC won't let me.  I read something about a mod directory but I can't find it.   Oh and while we're on the topic, I want to create some custom starbase modules, any suggestions on that?

Reply #3 Top

Yes, you should save modded files in a Mods folder.  There's one in the installation folder and I think one in the saved game folder as well.

You will either have to change the current mod directory in-game (the screen that does this may be broken for you, so check out this patcher which fixes it, if that's the case) or enter it into Prefs.ini, also located in the saved game folder.

In addition, the game looks for and creates a particular folder structure in a given mod folder (you can have more than one and switch between them) so you may need to place your modded file in one of them for it to take effect the next time you start a new game with mods enabled.

PlanetImprovements.xml (if you're including the whole file) goes in \YourModFolderHere\Data\ as does StarbaseModules.xml which contains all the starbase modules.  There isn't a supplied editor for starbase modules though so you would need to do that by hand with Notepad++ or some other editing program.

Be aware that there's an arbitrary limitation on how many starbase modules the AI can use.  Past a hundred modules, it will not act as though those modules exist, even if they are upgrades for other modules.

Reply #4 Top

Thanks, I got my mods working... for the most part, still working out the bugs.