View Full Version : HELP! script.txt problems
Ulesse Apr 22, 2005, 02:45 PM I'm making a mod, and I have added several technologies to the end of the modern age. I also went into the script.txt file and added some lines in the "TECH BLURBS" section that describe the technology. Even though i did this, when you go into the game and mouse over any modern era tech(including Fascism and Ironclads), it won't say the right thing! All the descriptions are mixed up! Can anyone help me with this?
LouLong Apr 22, 2005, 03:14 PM The descriptions of the techs actually depend on the place of the techs on the tech-screen.
There is AFIK no way of doing that easily except by trying out your scenario and see what original description fits "geographically" with the techs you added. Then make a listing for all these techs and modify in your script file the corresponding comments/descriptions. Not very handy but it works fine.
Plotinus Apr 22, 2005, 03:58 PM Are you sure? I thought that the strings appear in the text file in the order that the techs appear in in the Editor. That is, tech number one should have the first string, tech number two the second, and so on.
GRM7584 Apr 22, 2005, 04:21 PM Are you sure? I thought that the strings appear in the text file in the order that the techs appear in in the Editor. That is, tech number one should have the first string, tech number two the second, and so on.
Yeah...that sounds right to me, as well. At least, that's how I set up my mods, and it always seems to work out right.
tjedge1 Apr 22, 2005, 04:30 PM I hope so, because that was what I was planning to do in my mod. If not I need to know for sure.
Ulesse Apr 22, 2005, 06:29 PM Are you sure? I thought that the strings appear in the text file in the order that the techs appear in in the Editor. That is, tech number one should have the first string, tech number two the second, and so on.
Yeah. This is what I thought too. I have it all set up like this, but it just doesn't work.
It's not like all of them don't work, though. The only ones that are wrong are Fascism, Ironclads, and all of the modern technologies.
tjedge1 Apr 22, 2005, 07:32 PM Well I could just put in numbers for all the entries so when I go into the games I can just take screenshots, then print them and write the numbers that each go with that tech, so I could then just enter them correctly. Man that sounds like a lot of work. Ok. Patch 17 goal then, because 16's almost done. (private Beta testing joke)
Plotinus Apr 22, 2005, 07:46 PM Fascism and Ironclads were added in C3C, and therefore come at the *end* of the list of technologies, not where you would expect them to given the tech tree. That must be what's causing the problem - you're expecting a different order from what it actually is.
Ulesse Apr 23, 2005, 09:36 AM No... I don't think so... The number on Fascism and Ironclads in the script file matches up with the one in the editor -1(the numbers start at 0). All the numbers match up, it just won't work.
Ulesse Apr 24, 2005, 03:21 PM so is there anyone who can help me with my problem? There are 57,000+ civfanatic members... Of all of those there has to be somebody who knows how to correctly type stuff into the script.txt file!
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