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

Any way to get the ruins "massive etc" techs?

Submitted by BoogieMan on Mon, 2007-11-26 00:38. Space Empires V General

I'd like to check around with some of the techs you can get via ruins, like the massive planetary shields and such. the alltechs cheat doesn't appear to add these types of techs. How would one go about adding them or somesuch? Any help would be greatly appreciated.

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MasterChiToes's picture

Re: Any way to get the ruins "massive etc" techs?

Submitted by MasterChiToes on Mon, 2007-11-26 01:30.

You could make a map with all the unique tech ruins on planets in your home system.

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Re: Any way to get the ruins "massive etc" techs?

Submitted by BoogieMan on Mon, 2007-11-26 01:33.

I'll have to look into that - thanks.

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Psieye's picture

Re: Any way to get the ruins "massive etc" techs?

Submitted by Psieye on Mon, 2007-11-26 05:24.

Possibly easier solution: edit the data files so they're not Unique Ruin technologies. Delete the requirement. Then start an all-tech game.

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

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Re: Any way to get the ruins "massive etc" techs?

Submitted by BoogieMan on Mon, 2007-11-26 14:45.

Hmm, the maps I create will only load with default SEV, and not Captain Kwok's mod. If it does load, the star graphics are all screwed up. And it looks like while you can assign multiple ruin effects to one planet, only one will actually occur so you'd have to split it up between different worlds or make them available to everyone like Psieye suggested.

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MasterChiToes's picture

Re: Any way to get the ruins "massive etc" techs?

Submitted by MasterChiToes on Mon, 2007-11-26 15:20.

To compile a BM compatible map, you need to temporarily replace the SE5 root data folder with a new data folder that includes the BM data.

Yeah, only one ruin ability works per planet, but I don't remember if it takes the first one or the last one.

I've given myself all the unique techs in custom maps a few times, but oddly, I never bothered to use them. Smiling

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Re: Any way to get the ruins "massive etc" techs?

Submitted by pyroman on Mon, 2007-11-26 16:18.

I am kinda new to this game and have never modded before. I was wondering if you could write out like easy to follow instructions to make a map and do the ruins placement on planets

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MasterChiToes's picture

Re: Any way to get the ruins "massive etc" techs?

Submitted by MasterChiToes on Mon, 2007-11-26 18:43.

That is rather hard, since the only available map editor is no longer compatible, at least with Balance Mod. That makes any sizable/playable map near impossible to make.

But for testing I've been using the incompatible map editor to make a couple non-random systems (using the BM data files copied to the proper map editor directory)... then I fill in what I want from the BM's StellarObjectTypes.txt and StellarAbilityTypes.txt... then I take the map's text file and compile it with the map compiler in the utiliies folder (swapping in the BM datafiles into a clone of the Data folder - and just renaming them back and forth to data and data2).

But that isn't particularly easy (and errors abound), and wouldn't suggest it to a novice. I just do it to test things like new planet textures and singularly specific things.

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Mod Designer

Re: Any way to get the ruins "massive etc" techs?

Submitted by Fyron on Mon, 2007-11-26 21:33.

I find it easier to test such things with a simple quadrant and system. Set up a system containing the object I need to test (using texture or whatever), set up the first quadrant type to have only that system, at 1000 chance.


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Santiago's picture

Re: Any way to get the ruins "massive etc" techs?

Submitted by Santiago on Mon, 2007-11-26 21:40.

That's also how I do it for testing and modding. It's very easy.

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