Author Topic: messing around in the Tech Room  (Read 1375 times)

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Offline Goober5000

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messing around in the Tech Room
People have reported that tech-add-ships doesn't work as it's supposed to in user-made campaigns.  Instead of the proper ship name being displayed, another ship is displayed instead, or the ship is completely absent.  I checked the code, however, and it seems like it should work fine.  Could someone post exactly what is wrong with the Tech Room and what happens when you use tech-add-ships, so I can fix it?

Thanks. :)

  

Offline StratComm

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messing around in the Tech Room
I've never been able to get tech-add-ships to work, nor does the "in tech room flag" seem to function, so adding custom entries is a real pain.  You lose a bit from your campaign options when you take it out, but I really think the tech room should default to always present unless specified otherwise in the tables.  The biggest problem is that it [the tech room list] doesn't reset after a campaign is reset, and the list of ships to be shown is stored by ship index, not ship class name, and thus goes haywire when new mods are added.
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Last edited by StratComm on 08-23-2027 at 08:34 PM