[TOT] The Test Of Time Patch Project

@TheNamelessOne another question if you don't mind but have you experienced issues with frequent CTD when cycling through a large stack of units using the slider? I suppose it could be on my end but I thought I'd bring it up as I have a bit of a monster of a scenario over here and I'm finding myself saving before I click on unit lists lol.

Hi John,

It's not just you. I reported this bug to TNO back on post #949. I had even referenced it in my Napoleon ReadMe as one of two known issues.

Thanks for reporting this, I found the bug. It will be fixed in 0.18.
 
@TNO I found the secret menu but I can't seem to be able to see the videos... I just press the wonder and nothing happens...

Currently the wonder videos won't play even from the secret menu if you're in a scenario or any other game mod other than a vanilla Original game (as TNO mentioned the game has a built in 'feature' that stops them playing outside of Orig mode) when playing ToT (I notice MGE has a similar safety feature blocking wonders from playing in scenarios even from the secret menu too).

So if you are testing from a game in original mode then make sure the MGE wonder files are in the "Video" folder in your ToT install location. I think (haven't tested but saw other people saying it works) the wonders will also play off the CD if you turn back on the CD check and use your old MGE CD with ToT.

.
 
I've been playing the Midgard scenario (Catfish patched version) along with TOTPP (latest version) and hadn't had any problems until today when the game CTD at the end of turn. I tried cheat mode and even going back many turns and playing through it again but it ends up crashing on the same turn. Win10 event viewer says it's TOTPP.dll but I don't know if it's a setting, an offending unit or event in game or what is causing the issue. I'm hoping it's something that can be fixed as I've sunk many hours into the game and have been enjoying it but I cannot play past this point.

EDIT: The turn seemed to be hanging on the Goblins so I changed human player and was able to continue playing. No problems after a few turns. Still no idea what caused it but this seems to have allowed me to bypass it.
 

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If the crash is re-created, then it is perhaps a civ researching a tech that is in a loop, causing a CTD.
The culprit is normally a tech that has itself as the preq, or some other impossible setup. Also if there
is no clear research line to future tech, the CTD can happen also.

Time to take the tech-tree and unravel it. :)
 
@ElderDarkDragon I'm guessing it would be very difficult to work out if ToTPP is interfering with something the scenario needs. While I'm faaaaar from an expert on Tech stuff I'd be surprised if its a tech loop bug though considering its an official ToT scenario so many have played over the last 20 years. I played a massive game of it as the Humans about 3 or so years ago and thankfully didn't get any crashes however I did suffer a event bug despite using Catfish's event fixes patch. Basically the game never summoned a Worm for me to kill so it plus its connected events never occurred resulting in me being unable to finish the game via the Bifrost victory. In the end I had to turn on cheat mode and create a Barbarian worm for me to kill just to get the final events and win the game which was a shame (I did get a legit non-cheat victory via the super siege catapult though). I kept the goblins underground and didn't let them expand to the surface so I dunno whether that helped avoid your issue lol.

If you're playing a big ToT Midgard game at the moment then I strongly recommend you check out my giant tips post I made in the old CFC Midgard thread a few years back about the various issues I encountered and tricks I used to get around problems. Made me a bit sad at the time that no one replied as I put some good s*** in there lol so feel free to post about your game adventures, issues and experiences there mate! :)
https://forums.civfanatics.com/threads/test-of-times-midgard.151248/#post-15318133

.
 
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Yeah the Catfish patched version was what I played too and thankfully didn't get the crash (although ElderDragon may be playing a different faction to the Humans I played as which might trigger a different issue I missed). I just had a look at Catfish's patch and it contains modified scenario file and a events file but he doesn't replace the rules file with all the techs in it. Is it possible to cause a previously undetected tech loop related crash via an event? If so then there are indeed quite a few quest events that give you techs you normally can't research in the Midgard scenario. Original Midgard was buggy mess and the fact that I had a different issue with that Worm bug in my game shows Catfish's patch is certainly not perfect either. It's a shame @Catfish isn't still around, although I notice AyCe sort of recently converted Catfish's patch to other versions of ToT so I wonder if he's good at tinkering with that stuff (I'll ask him and mention my old issue & elderdragon's new issue) as while I'd love to save the day on this I already tried to solve/fix the Worm bug event issue myself but failed miserably sadly as I'm useless with this stuff lol.
 
I've been playing the Midgard scenario (Catfish patched version) along with TOTPP (latest version) and hadn't had any problems until today when the game CTD at the end of turn. I tried cheat mode and even going back many turns and playing through it again but it ends up crashing on the same turn. Win10 event viewer says it's TOTPP.dll but I don't know if it's a setting, an offending unit or event in game or what is causing the issue. I'm hoping it's something that can be fixed as I've sunk many hours into the game and have been enjoying it but I cannot play past this point.

EDIT: The turn seemed to be hanging on the Goblins so I changed human player and was able to continue playing. No problems after a few turns. Still no idea what caused it but this seems to have allowed me to bypass it.

@ElderDarkDragon: could you post the crash details from event viewer here? Your save doesn't crash for me, but I'd still like to see where it crashed. CTD's should never happen, at least not without showing an error first.
 
Yup for what it's worth I just tested and that savegame doesn't crash for me either. I spacebar'd the boat, the turn auto ended and some battles happened and then it was my turn again. ElderDarkDragon I see you're playing as Elves which answers me wondering if you were playing a different race to my Human game but I'm starting to think your issue could maybe be more machine/OS/game settings/ToTPP settings specific and not the scenario itself or Catfish's patch otherwise it would have crashed for us too. Hopefully your event viewer details will help TNO diagnose. :)

Oh and I should say I tested on my Catfish patched version plus with the latest ToTPP like you had. Although I'm still rocking a Windows 7 machine.

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Release 0.18:

Features:
  • 253 tech slots with the Extra technologies patch.
  • Resource DLL and custom graphics loading for mods and scenarios is now done in a separate patch (Custom mod / scenario resources).
  • Added the Take technology patch, fixing two issues with removing techs.
  • Increased the unit type limit to 189 in the Extra unit types patch.
  • Added a TradeWonderMultiplier setting to the Trade revenue patch.
  • LUA: Added onGetFormattedDate, onUseNuclearWeapon, onSelectMusic, onTribeTurnBegin, onTribeTurnEnd, onCityProcessingComplete and onCanFoundCity.
  • LUA: The onCityFounded callback can now return a function that is called to perform cleanup when the user presses Exit on the city naming dialog.
  • LUA: Added unit.attackSpent and unittype.attacksPerTurn.

Fixes:
  • Fixed a crash bug in the Extra settler flags patch when automating settlers.
  • Fixed a crash bug in the Activate unit scrollbar patch.
  • Fixed some bugs pertaining to the barbarian diplomat unit.
  • Fixed a bug that caused title.gif not to be displayed for scenarios.
  • LUA: unit:activate() now triggers the onActivateUnit callback.
  • LUA: Equality tests for objects in the civ namespace now return false instead of an error when the arguments have different types (and ~= returns true).

This build depends on the Microsoft C++ runtime libraries (Older version for Windows XP). Install this if you get an error on launch.

As always, detailed information about the patches is available in the launcher. For an overview of all patches, as well as installation instructions & requirements, see the included README.txt. For Lua API documentation see the Lua reference thread. Happy gaming! :)
 

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So, how many rows of unit types, now? I believe it was 14 rows+1 more unit+barbarian leader in the last version I had.
 
@TheNamelessOne

Amazing work, man. I am using the new version, and the setting for how quick battle animations run is a real game changer.
Turns run so fast and furious now. I look forward to tinkering with those amazing extra techs and units. One humble request,
can you give more details on how to implement the new tech layout. What codes (the old being 0-99) do we use now?

Could you provide and example of how to add some extra techs to @Civilize?

Thanks for all your stellar work!
 
I look forward to tinkering with those amazing extra techs and units. One humble request, can you give more details on how to implement the new tech layout. What codes (the old being 0-99) do we use now?

Could you provide and example of how to add some extra techs to @Civilize?
Hi Curt, did you look at the documentation within the TOTPP Launcher? :) I think it's explained pretty well there -- just highlight the Extra Technologies patch and look at the right-hand pane.

The ID numbers of the base techs were 0-99 and the IDs of the new ones just keep going from there, 100-253. But the base tech codes were Afl, Alp, Amp and so on -- those are what you have to use for tech and unit prerequisites, and also for unit and wonder expirations. After "..." for Future Technology were U1, U2, U3, X1, X2, X3, X4, X5, X6, and finally X7 which is the code for slot 99. The launcher says that the codes for the new slots are X64 through XFC ("X" + the ID number of the tech in hexadecimal). So after X7 the new codes (in order) would be X64, X65, ... X68, X69, X6A, X6B, ... X6E, X6F, X70, X71, ... X9E, X9F, XA0, XA1, ... XFB, XFC. (The ellipses in my list just mean that I'm skipping over some values that are probably intuitive, don't confuse them with the actual "..." code used for Future Technology!)
 
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So, how many rows of unit types, now? I believe it was 14 rows+1 more unit+barbarian leader in the last version I had.
I haven't tested this yet, but it should be 21 rows of units (21 * 9 = 189) which means the barbarian leader would drop to the first image in the 22nd row.
 
A basic unit template. (PNG, resave as 24-bit BMP)
2_units189b.png

With thanks and credit to @Dadais !
 
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Hi Curt, did you look at the documentation within the TOTPP Launcher? :) I think it's explained pretty well there -- just highlight the Extra Technologies patch and look at the right-hand pane.

Naturally that was the first thing I looked at, dude. :)

The ID numbers of the base techs were 0-99 and the IDs of the new ones just keep going from there, 100-253. But the base tech codes were Afl, Alp, Amp and so on -- those are what you have to use for tech and unit prerequisites, and also for unit and wonder expirations. After "..." for Future Technology were U1, U2, U3, X1, X2, X3, X4, X5, X6, and finally X7 which is the code for slot 99. The launcher says that the codes for the new slots are X64 through XFC ("X" + the ID number of the tech in hexadecimal). So after X7 the new codes (in order) would be X64, X65, ... X68, X69, X6A, X6B, ... X6E, X6F, X70, X71, ... X9E, X9F, XA0, XA1, ... XFB, XFC. (The ellipses in my list just mean that I'm skipping over some values that are probably intuitive, don't confuse them with the actual "..." code used for Future Technology!)

Still wrapping my head around the new layout...So how far do the letters after the X6 go? Til the end of the alphabet, then on to X7 values again?

Future Technology, 1, 0, FP, Rec, 3, 3 ; ...
User Def Tech A, 3, 0, no, no, 0, 0 ; U1
User Def Tech B, 3, 0, no, no, 0, 0 ; U2
User Def Tech C, 3, 0, no, no, 0, 0 ; U3
Extra Advance 1, 3, 0, no, no, 0, 0 ; X1
Extra Advance 2, 3, 0, no, no, 0, 0 ; X2
Extra Advance 3, 3, 0, no, no, 0, 0 ; X3
Extra Advance 4, 3, 0, no, no, 0, 0 ; X4
Extra Advance 5, 3, 0, no, no, 0, 0 ; X5
Extra Advance 6, 3, 0, no, no, 0, 0 ; X6
Extra Advance 7, 3, 0, no, no, 0, 0 ; X7
Extra Advance 8, 3, 0, no, no, 0, 0 ; X64
Extra Advance 9, 3, 0, no, no, 0, 0 ; X65
Extra Advance 10, 3, 0, no, no, 0, 0 ; X66
Extra Advance 11, 3, 0, no, no, 0, 0 ; X67
Extra Advance 12, 3, 0, no, no, 0, 0 ; X68
Extra Advance 13, 3, 0, no, no, 0, 0 ; X69
Extra Advance 14, 3, 0, no, no, 0, 0 ; X6A
Extra Advance 15, 3, 0, no, no, 0, 0 ; X6B
Extra Advance 16, 3, 0, no, no, 0, 0 ; X6C
Extra Advance 17, 3, 0, no, no, 0, 0 ; X6D
Extra Advance 18, 3, 0, no, no, 0, 0 ; X6E
Extra Advance 19, 3, 0, no, no, 0, 0 ; X6F
Extra Advance 20, 3, 0, no, no, 0, 0 ; X6G
 
The units works flawlessly and with the art file that @Dadais put together. Yay!

And I second Curt on requesting help on the advances LOL. Math is hard!
 
Still wrapping my head around the new layout...So how far do the letters after the X6 go? Til the end of the alphabet, then on to X7 values again?

Stop at F, that is (code formatting for monospace type)
Code:
___, ___, ___, ___, X64, X65, X66, X67, X68, X69, X6A, X6B, X6C, X6D, X6E, X6F,
X70, X71, X72, X73, X74, X75, X76, X77, X78, X79, X7A, X7B, X7C, X7D, X7E, X7F,
X80, X81, X82, X83, X84, X85, X86, X87, X88, X89, X8A, X8B, X8C, X8D, X8E, X8F,
X90, X91, X92, X93, X94, X95, X96, X97, X98, X99, X9A, X9B, X9C, X9D, X9E, X9F,
XA0, XA1, XA2, XA3, XA4, XA5, XA6, XA7, XA8, XA9, XAA, XAB, XAC, XAD, XAE, XAF,
XB0, XB1, XB2, XB3, XB4, XB5, XB6, XB7, XB8, XB9, XBA, XBB, XBC, XBD, XBE, XBF,

For reference: Hexadeciamal wiki page.
 
I think this is what your extra techs should look like
Code:
Tech With ID 100, 3, 0, no, no, 0, 0 ; X64
Tech With ID 101, 3, 0, no, no, 0, 0 ; X65
Tech With ID 102, 3, 0, no, no, 0, 0 ; X66
Tech With ID 103, 3, 0, no, no, 0, 0 ; X67
Tech With ID 104, 3, 0, no, no, 0, 0 ; X68
Tech With ID 105, 3, 0, no, no, 0, 0 ; X69
Tech With ID 106, 3, 0, no, no, 0, 0 ; X6A
Tech With ID 107, 3, 0, no, no, 0, 0 ; X6B
Tech With ID 108, 3, 0, no, no, 0, 0 ; X6C
Tech With ID 109, 3, 0, no, no, 0, 0 ; X6D
Tech With ID 110, 3, 0, no, no, 0, 0 ; X6E
Tech With ID 111, 3, 0, no, no, 0, 0 ; X6F
Tech With ID 112, 3, 0, no, no, 0, 0 ; X70
Tech With ID 113, 3, 0, no, no, 0, 0 ; X71
Tech With ID 114, 3, 0, no, no, 0, 0 ; X72
Tech With ID 115, 3, 0, no, no, 0, 0 ; X73
Tech With ID 116, 3, 0, no, no, 0, 0 ; X74
Tech With ID 117, 3, 0, no, no, 0, 0 ; X75
Tech With ID 118, 3, 0, no, no, 0, 0 ; X76
Tech With ID 119, 3, 0, no, no, 0, 0 ; X77
Tech With ID 120, 3, 0, no, no, 0, 0 ; X78
Tech With ID 121, 3, 0, no, no, 0, 0 ; X79
Tech With ID 122, 3, 0, no, no, 0, 0 ; X7A
Tech With ID 123, 3, 0, no, no, 0, 0 ; X7B
Tech With ID 124, 3, 0, no, no, 0, 0 ; X7C
Tech With ID 125, 3, 0, no, no, 0, 0 ; X7D
Tech With ID 126, 3, 0, no, no, 0, 0 ; X7E
Tech With ID 127, 3, 0, no, no, 0, 0 ; X7F
Tech With ID 128, 3, 0, no, no, 0, 0 ; X80
Tech With ID 129, 3, 0, no, no, 0, 0 ; X81
Tech With ID 130, 3, 0, no, no, 0, 0 ; X82
Tech With ID 131, 3, 0, no, no, 0, 0 ; X83
Tech With ID 132, 3, 0, no, no, 0, 0 ; X84
Tech With ID 133, 3, 0, no, no, 0, 0 ; X85
Tech With ID 134, 3, 0, no, no, 0, 0 ; X86
Tech With ID 135, 3, 0, no, no, 0, 0 ; X87
Tech With ID 136, 3, 0, no, no, 0, 0 ; X88
Tech With ID 137, 3, 0, no, no, 0, 0 ; X89
Tech With ID 138, 3, 0, no, no, 0, 0 ; X8A
Tech With ID 139, 3, 0, no, no, 0, 0 ; X8B
Tech With ID 140, 3, 0, no, no, 0, 0 ; X8C
Tech With ID 141, 3, 0, no, no, 0, 0 ; X8D
Tech With ID 142, 3, 0, no, no, 0, 0 ; X8E
Tech With ID 143, 3, 0, no, no, 0, 0 ; X8F
Tech With ID 144, 3, 0, no, no, 0, 0 ; X90
Tech With ID 145, 3, 0, no, no, 0, 0 ; X91
Tech With ID 146, 3, 0, no, no, 0, 0 ; X92
Tech With ID 147, 3, 0, no, no, 0, 0 ; X93
Tech With ID 148, 3, 0, no, no, 0, 0 ; X94
Tech With ID 149, 3, 0, no, no, 0, 0 ; X95
Tech With ID 150, 3, 0, no, no, 0, 0 ; X96
Tech With ID 151, 3, 0, no, no, 0, 0 ; X97
Tech With ID 152, 3, 0, no, no, 0, 0 ; X98
Tech With ID 153, 3, 0, no, no, 0, 0 ; X99
Tech With ID 154, 3, 0, no, no, 0, 0 ; X9A
Tech With ID 155, 3, 0, no, no, 0, 0 ; X9B
Tech With ID 156, 3, 0, no, no, 0, 0 ; X9C
Tech With ID 157, 3, 0, no, no, 0, 0 ; X9D
Tech With ID 158, 3, 0, no, no, 0, 0 ; X9E
Tech With ID 159, 3, 0, no, no, 0, 0 ; X9F
Tech With ID 160, 3, 0, no, no, 0, 0 ; XA0
Tech With ID 161, 3, 0, no, no, 0, 0 ; XA1
Tech With ID 162, 3, 0, no, no, 0, 0 ; XA2
Tech With ID 163, 3, 0, no, no, 0, 0 ; XA3
Tech With ID 164, 3, 0, no, no, 0, 0 ; XA4
Tech With ID 165, 3, 0, no, no, 0, 0 ; XA5
Tech With ID 166, 3, 0, no, no, 0, 0 ; XA6
Tech With ID 167, 3, 0, no, no, 0, 0 ; XA7
Tech With ID 168, 3, 0, no, no, 0, 0 ; XA8
Tech With ID 169, 3, 0, no, no, 0, 0 ; XA9
Tech With ID 170, 3, 0, no, no, 0, 0 ; XAA
Tech With ID 171, 3, 0, no, no, 0, 0 ; XAB
Tech With ID 172, 3, 0, no, no, 0, 0 ; XAC
Tech With ID 173, 3, 0, no, no, 0, 0 ; XAD
Tech With ID 174, 3, 0, no, no, 0, 0 ; XAE
Tech With ID 175, 3, 0, no, no, 0, 0 ; XAF
Tech With ID 176, 3, 0, no, no, 0, 0 ; XB0
Tech With ID 177, 3, 0, no, no, 0, 0 ; XB1
Tech With ID 178, 3, 0, no, no, 0, 0 ; XB2
Tech With ID 179, 3, 0, no, no, 0, 0 ; XB3
Tech With ID 180, 3, 0, no, no, 0, 0 ; XB4
Tech With ID 181, 3, 0, no, no, 0, 0 ; XB5
Tech With ID 182, 3, 0, no, no, 0, 0 ; XB6
Tech With ID 183, 3, 0, no, no, 0, 0 ; XB7
Tech With ID 184, 3, 0, no, no, 0, 0 ; XB8
Tech With ID 185, 3, 0, no, no, 0, 0 ; XB9
Tech With ID 186, 3, 0, no, no, 0, 0 ; XBA
Tech With ID 187, 3, 0, no, no, 0, 0 ; XBB
Tech With ID 188, 3, 0, no, no, 0, 0 ; XBC
Tech With ID 189, 3, 0, no, no, 0, 0 ; XBD
Tech With ID 190, 3, 0, no, no, 0, 0 ; XBE
Tech With ID 191, 3, 0, no, no, 0, 0 ; XBF
Tech With ID 192, 3, 0, no, no, 0, 0 ; XC0
Tech With ID 193, 3, 0, no, no, 0, 0 ; XC1
Tech With ID 194, 3, 0, no, no, 0, 0 ; XC2
Tech With ID 195, 3, 0, no, no, 0, 0 ; XC3
Tech With ID 196, 3, 0, no, no, 0, 0 ; XC4
Tech With ID 197, 3, 0, no, no, 0, 0 ; XC5
Tech With ID 198, 3, 0, no, no, 0, 0 ; XC6
Tech With ID 199, 3, 0, no, no, 0, 0 ; XC7
Tech With ID 200, 3, 0, no, no, 0, 0 ; XC8
Tech With ID 201, 3, 0, no, no, 0, 0 ; XC9
Tech With ID 202, 3, 0, no, no, 0, 0 ; XCA
Tech With ID 203, 3, 0, no, no, 0, 0 ; XCB
Tech With ID 204, 3, 0, no, no, 0, 0 ; XCC
Tech With ID 205, 3, 0, no, no, 0, 0 ; XCD
Tech With ID 206, 3, 0, no, no, 0, 0 ; XCE
Tech With ID 207, 3, 0, no, no, 0, 0 ; XCF
Tech With ID 208, 3, 0, no, no, 0, 0 ; XD0
Tech With ID 209, 3, 0, no, no, 0, 0 ; XD1
Tech With ID 210, 3, 0, no, no, 0, 0 ; XD2
Tech With ID 211, 3, 0, no, no, 0, 0 ; XD3
Tech With ID 212, 3, 0, no, no, 0, 0 ; XD4
Tech With ID 213, 3, 0, no, no, 0, 0 ; XD5
Tech With ID 214, 3, 0, no, no, 0, 0 ; XD6
Tech With ID 215, 3, 0, no, no, 0, 0 ; XD7
Tech With ID 216, 3, 0, no, no, 0, 0 ; XD8
Tech With ID 217, 3, 0, no, no, 0, 0 ; XD9
Tech With ID 218, 3, 0, no, no, 0, 0 ; XDA
Tech With ID 219, 3, 0, no, no, 0, 0 ; XDB
Tech With ID 220, 3, 0, no, no, 0, 0 ; XDC
Tech With ID 221, 3, 0, no, no, 0, 0 ; XDD
Tech With ID 222, 3, 0, no, no, 0, 0 ; XDE
Tech With ID 223, 3, 0, no, no, 0, 0 ; XDF
Tech With ID 224, 3, 0, no, no, 0, 0 ; XE0
Tech With ID 225, 3, 0, no, no, 0, 0 ; XE1
Tech With ID 226, 3, 0, no, no, 0, 0 ; XE2
Tech With ID 227, 3, 0, no, no, 0, 0 ; XE3
Tech With ID 228, 3, 0, no, no, 0, 0 ; XE4
Tech With ID 229, 3, 0, no, no, 0, 0 ; XE5
Tech With ID 230, 3, 0, no, no, 0, 0 ; XE6
Tech With ID 231, 3, 0, no, no, 0, 0 ; XE7
Tech With ID 232, 3, 0, no, no, 0, 0 ; XE8
Tech With ID 233, 3, 0, no, no, 0, 0 ; XE9
Tech With ID 234, 3, 0, no, no, 0, 0 ; XEA
Tech With ID 235, 3, 0, no, no, 0, 0 ; XEB
Tech With ID 236, 3, 0, no, no, 0, 0 ; XEC
Tech With ID 237, 3, 0, no, no, 0, 0 ; XED
Tech With ID 238, 3, 0, no, no, 0, 0 ; XEE
Tech With ID 239, 3, 0, no, no, 0, 0 ; XEF
Tech With ID 240, 3, 0, no, no, 0, 0 ; XF0
Tech With ID 241, 3, 0, no, no, 0, 0 ; XF1
Tech With ID 242, 3, 0, no, no, 0, 0 ; XF2
Tech With ID 243, 3, 0, no, no, 0, 0 ; XF3
Tech With ID 244, 3, 0, no, no, 0, 0 ; XF4
Tech With ID 245, 3, 0, no, no, 0, 0 ; XF5
Tech With ID 246, 3, 0, no, no, 0, 0 ; XF6
Tech With ID 247, 3, 0, no, no, 0, 0 ; XF7
Tech With ID 248, 3, 0, no, no, 0, 0 ; XF8
Tech With ID 249, 3, 0, no, no, 0, 0 ; XF9
Tech With ID 250, 3, 0, no, no, 0, 0 ; XFA
Tech With ID 251, 3, 0, no, no, 0, 0 ; XFB
Tech With ID 252, 3, 0, no, no, 0, 0 ; XFC
 
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