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Home » news » forums » Space Empires V » Space Empires V General

Adding unique techs

Submitted by jjse on Fri, 2007-08-17 19:30. Space Empires V General

I have a single player game where all planets/all ruins have been claimed. It turns out that I only have 1 of the 7 unique tech. Is there ANY way to legitimately get the rest? I have never used the cheat feature, will that be able add them? And finally, is there any adverse affect of using the cheat feature?

Thanks.

‹ Noob question Streamlining of feature requests and tweaks ›
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Rilo57's picture

Re: Adding unique techs

Submitted by Rilo57 on Fri, 2007-08-17 20:56.

I've never found the unique techs to be all that helpful...

SEV, more than a feeling.

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Re: Adding unique techs

Submitted by jjse on Fri, 2007-08-17 21:56.

Okay. I just want a way to have them to see what they are like.

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Mod Designer

Re: Adding unique techs

Submitted by Fyron on Fri, 2007-08-17 22:16.

You cannot research them without finding a ruins planet containing them (and being the first to colonize it).


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Prankowski's picture

Re: Adding unique techs

Submitted by Prankowski on Sat, 2007-08-18 02:42.

maybe you could try to trade the tech from the ai-player that has it?!

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Re: Adding unique techs

Submitted by jjse on Sat, 2007-08-18 06:46.

No one else has them. Thats why I asked if there is a cheat code that grants them, and what impact it will have on my game if I use it.

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Re: Adding unique techs

Submitted by marhawkman on Sat, 2007-08-18 10:06.

there IS a way you could research them. but it requires you to change the requirements for researching the technology. Laughing out loud

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Mod Designer

Re: Adding unique techs

Submitted by Fyron on Sat, 2007-08-18 11:37.

Prankowski wrote:
maybe you could try to trade the tech from the ai-player that has it?!
You cannot own racial or unique techs for which you do not meet the requirements. This includes research, trade, analysis, intel, etc.


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Re: Adding unique techs

Submitted by marhawkman on Mon, 2007-08-20 06:07.

I beleive there's a treaty option that would allow you to get it anyway. catch is it'd give them ALL of your technology.

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Mod Designer

Re: Adding unique techs

Submitted by Fyron on Mon, 2007-08-20 13:23.

IIRC, that option just means you will share racial and unique techs that both empires qualify for. It shouldn't actually give out racial techs to empires without the trait.


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RogerN's picture

Re: Adding unique techs

Submitted by RogerN on Mon, 2007-08-20 13:43.

As another posted already mentioned, the unique techs are kinda lousy. I always feel disappointed when I colonize ruins but receive a unique tech; it's much more useful to get the random increases in "normal" tech areas. The unique techs are just too inefficient.

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Re: Adding unique techs

Submitted by Harmonious Hegemony on Mon, 2007-08-20 13:49.

Actually, I think that the Massive Planatary Shield is a pretty good one. On this subject though, right now the news tells you that you have acquired a tech, but it doesn't tell you what it is. You have to go searching through your research tree to try to see if you can find what is new there. It would be really helpful it the news would tell you what it is when you get it.

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BlueTemplar's picture

Re: Adding unique techs

Submitted by BlueTemplar on Mon, 2007-08-20 14:13.

It does tell you, but under the "research" news category.

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Re: Adding unique techs

Submitted by jjse on Mon, 2007-08-20 17:45.

Guys, guys, please, before I go nuts...

I don't care whether those techs are good...

I just want a way to get them.

Can someone please answer my original questions?

1. Can we use the cheat code to get it (and if so how)?
2. What affect will using the cheat code have on my game?

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Mod Designer

Re: Adding unique techs

Submitted by Fyron on Tue, 2007-08-21 11:11.

Mod out the unique req and you can get them...


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Barnacle Bill's picture

Re: Adding unique techs

Submitted by Barnacle Bill on Tue, 2007-08-21 21:33.

jjse wrote:
Guys, guys, please, before I go nuts...

I don't care whether those techs are good...

I just want a way to get them.

Can someone please answer my original questions?

1. Can we use the cheat code to get it (and if so how)?
2. What affect will using the cheat code have on my game?

I don't believe there is a cheat code to add specific individual techs.

There is a cheat code "alltech" that has the effect "Current Player gains all technologies." I have no idea if that includes the unique techs from ruins, because if I ever used that cheat code it was long ago and that wasn't what I had in mind (the guys are right - unlike, say Master of Orion, the unique techs from ruins just are not so hot, so even if I have them I hardly ever ever use them - the stuff you got for killing the Guardian in MOO was worthy).

Best I can tell, the only adverse effect of the cheat codes on the game is that they tend to become addictive - that's a "you" problem not a game problem per se. Every time the going gets even a little rough, there's that temptation... However, in single player it is a matter of personal choice - and there is a whole spectrum from those who are unhappy if they win more than 50% of the time on the hardest difficulty settings & don't care if the AI cheats to do it, to those who want to thrash the AI and parade to victory 100% of the time and don't care if they have to cheat to do it (most folks are someplace in between, I 'spect). Philosophy aside, I don't think the cheat codes are bugged or booby-trapped or anything...

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Re: Adding unique techs

Submitted by jjse on Tue, 2007-08-21 21:42.

Fortunately this isn't a matter of tough going. My game is basically won. I just want to see what all the alien techs are. I'm still plodding along undecided if I want to do this. Also, modding the file is...intimidating. I'm not sure if I want to risk screwing up my game. I don't need the alien techs. I just want to build one of each to see them.

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Barnacle Bill's picture

Re: Adding unique techs

Submitted by Barnacle Bill on Tue, 2007-08-21 21:54.

You can't really screw up your game if you back up any file you touch.

If you use a mod directory, stock files don't even get changed. However, if you started the game under stock I don't think you can switch it to a mod. You can. however, edit the stock files and relaunch the game - it will use your changes (however, I think if you add any new racial traits that will break old save-games, too - at least it did in SEIV).

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Mod Designer

Re: Adding unique techs

Submitted by Fyron on Tue, 2007-08-21 23:13.

Or better... put the edited file into the Game Types\Standard SE5 folder. Yes, that's right, stock is really a "mod." Granted it is an empty mod, but it still functions the same, with any file present in the mod folder overriding the "stock" file.


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