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Home » news » forums » Space Empires V » Space Empires V FAQs

Bug? Trading special techs doesn't work?

Submitted by psilord on Tue, 2007-07-10 18:55. Space Empires V FAQs

Standard SEV 1.35 - Is this a known bug?
In an MP game: we've tried everything we know to trade/gift special techs (racial, unique, ruin-based). According to the diplomatic interface and manual it should be possible to trade these. Under alliances and treaties there is a specific selection to trade ALL techs "including racial and unique". However selecting it in treaties or alliances does not accomplish this - the techs never show up in trade. Gifting these special techs does show up in the message and "News" section, but the next turn they are reported in "News" as being "useless" as they are unable to be understood. Has anyone else experienced this? Is there a solution, work-around, or is this a known bug to be fixed? Thx.

‹ How to build figthers Complex SE5 manual (detailed) ›
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Mod Designer

Re: Bug? Trading special techs doesn't work?

Submitted by Fyron on Wed, 2007-07-11 15:15.

You cannot own technologies that have racial or unique requirements you do not meet. You can't trade for organic techs if you don't have the organic trait, and you can't trade for ruins techs like neural combat net unless you have found a ruin with such tech yourself. Anything telling you otherwise is incorrect.

If both empires have the trait (or have found the requisite ruins), and you still can't trade the tech, then there is a bug in that regard. Send a savegame with a bug report to se5 at malfador dot com if this is the case.


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BlueTemplar's picture

Re: Bug? Trading special techs doesn't work?

Submitted by BlueTemplar on Sat, 2007-07-14 12:38.

I really would like to see colonisation techs moved in the "racial" category, so you don't accidentally trade them using the "trade all techs" treaty.

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Re: Bug? Trading special techs doesn't work?

Submitted by psilord on Sat, 2007-07-14 13:39.

I agree on the colonization techs. What got to me was that the treaty specifically says all techs "including racial and unique" right in the selection. If this isn't true then that stipulation needs to be taken out. Why say you can trade racial and unique techs if you can't? It's misleading and very aggravating when you've set up a game with friends specifically for alliance purposes to be able to trade those techs based on what the game says you can do.

Thanks for the replies. Looks like I need to look into modding a work-around.

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Re: Bug? Trading special techs doesn't work?

Submitted by evilginger on Sat, 2007-07-14 13:48.

The thing is that if you have a racial tech or a unique tech at a lower level than the other party in the trade then you do get an upgrade at least.

I do however wish AI's would not trade colonization techs since having more than one colony tech is quite an edge. Far too much to just give away IMO

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Mod Designer

Re: Bug? Trading special techs doesn't work?

Submitted by Fyron on Fri, 2007-07-20 16:07.

Because you can trade racial and unique techs like any other, provided that both parties have the required traits/ruins.

The game could attempt to check every single tech area and trait possessed by both empires and filter out the text if you don't share any, but that would be a bit process-intensive to do every time you want to make a treaty.

You could mod colony techs to require racial traits (which then requires modding every AI to take the traits), ala Colony Tech Mod of SE4. There was another way to do it sans the racial traits, by exploiting a bug in the colony tech assignment routine that ignored unique requirements, ala Colony Tech Mod 2. Not sure if #2 would work or not in SE5, but its worth a shot.


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BlueTemplar's picture

Re: Bug? Trading special techs doesn't work?

Submitted by BlueTemplar on Fri, 2007-07-20 16:24.

But if you set them as a racial trait you wouldn't be able to trade colonisation techs at all, even if you wanted to, and there is already an option in game setup to forbid colonising other planet types than your own.

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Re: Bug? Trading special techs doesn't work?

Submitted by psilord on Fri, 2007-08-24 20:32.

Found a work-around for not trading the colony techs. You can check off only trading techs that are 2 or 4 levels behind, then use Cargo bays instead of taking up the Colony tech past the set level. That way we don't trade colony tech unless we specifically set out to do so.

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BlueTemplar's picture

Re: Bug? Trading special techs doesn't work?

Submitted by BlueTemplar on Sat, 2007-08-25 14:04.

But what if you want to trade current techs?

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Re: Bug? Trading special techs doesn't work?

Submitted by rahlubenru on Sat, 2007-09-08 07:40.

I like getting the colony tech by stealing an enemy colony ship of a different tech, so trading them shouldn't be considered overpowered

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