Issue with CapitalShipMaxTrainableLevel

So I was modding a mod and it had not trainable levels. I couldn't find CapitalShipMaxTrainableLevel so I just added the research to the mod and it auto added 3 levels. Problem is, when I get to level 3 and go to level up to 4, it gives a negative cost of 21718543698. Clicking it sends my credits to a permanent 1 and levels the ship up to the next level.

 

Any thoughts?

7,234 views 6 replies
Reply #1 Top

Check gameplay.constants?

 

:fox:

Reply #2 Top

All upgrades are set to 500. I've checked so many times. I checked individual cap ships, I checked the research, I checked the gamplay.constants. It's so weird!

Reply #3 Top

I've had this issue before, though it involved giving the pirates a second and different starbase

there is a research point for changing the max training level for each race, I think when you made a second seperate one, even though it was different it went haywire

Reply #4 Top

:S

 

I changed it to max trainable 7 and now it seems to work. I'll test it again tomorrow. Really weird that happened though. I'm afraid to turn it back to 3 base research to 4. haha

Reply #5 Top

Well Sins errors are like hardcodes, they aren't always ment to make sense, but only to be known. I once had an error where i would get a minidumb everytime I hovered the curser over a research picture in the research tree. It showed out to be because I had set the logistics page and tactical page in the player*.race to 0 (this race don't have any modules). The error was gone after adding some modules to each page.

Reply #6 Top

The issue was with the experience. Each level was set to the same amount of experience which was causing some really odd behaviour. I just added 1 consecutive xp for each level.

 

Works fine now.

 

(Special thanks to SeconHanJay)