Mod coding help |

In my SEV Lite I've condensed the tech trees.
How would i change the Ruins tech to only give bonuses to existing techs versus trying to give something thats not there any more or to something new I'm adding?
I've looked at what I think is the formula's, but unsure what the values mean.
A little insight on what all these mean would be most helpful!! i put the whole section below for reference. Either, I want all ruins to just bump the existing tech or give a new technology if easy to code.
From StellarAbilitiesTypes.txt:
Name := Normal Planet
Number Of Abilities := 9
Ability 1 Chance := 5
Ability 1 Type := Empire - Grant Random New Tech Levels
Ability 1 Description := There are ancient ruins on this planet from a long dead civilization.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 1
Ability 1 Amount 2 Formula := 0
Ability 2 Chance := 5
Ability 2 Type := Empire - Grant Random New Tech Levels
Ability 2 Description := There are buried alien cities on this planet that have long been deserted.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 2
Ability 2 Amount 2 Formula := 0
Ability 3 Chance := 5
Ability 3 Type := Empire - Grant Random New Tech Levels
Ability 3 Description := Sensors indicate some kind of advanced technological devices left on this planet.
Ability 3 Scope := Space Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := 3
Ability 3 Amount 2 Formula := 0
Ability 4 Chance := 5
Ability 4 Type := Empire - Grant Unique Discovery
Ability 4 Description := We have detected advanced technology present on this planet.
Ability 4 Scope := Space Object
Ability 4 Range Formula := 0
Ability 4 Amount 1 Formula := 1
Ability 4 Amount 2 Formula := 0
Ability 5 Chance := 5
Ability 5 Type := Empire - Grant Unique Discovery
Ability 5 Description := We have detected advanced technology present on this planet.
Ability 5 Scope := Space Object
Ability 5 Range Formula := 0
Ability 5 Amount 1 Formula := 2
Ability 5 Amount 2 Formula := 0
Ability 6 Chance := 5
Ability 6 Type := Empire - Grant Unique Discovery
Ability 6 Description := We have detected advanced technology present on this planet.
Ability 6 Scope := Space Object
Ability 6 Range Formula := 0
Ability 6 Amount 1 Formula := 3
Ability 6 Amount 2 Formula := 0
Ability 7 Chance := 5
Ability 7 Type := Empire - Grant Unique Discovery
Ability 7 Description := We have detected advanced technology present on this planet.
Ability 7 Scope := Space Object
Ability 7 Range Formula := 0
Ability 7 Amount 1 Formula := 4
Ability 7 Amount 2 Formula := 0
Ability 8 Chance := 5
Ability 8 Type := Empire - Grant Unique Discovery
Ability 8 Description := We have detected advanced technology present on this planet.
Ability 8 Scope := Space Object
Ability 8 Range Formula := 0
Ability 8 Amount 1 Formula := 5
Ability 8 Amount 2 Formula := 0
Ability 9 Chance := 5
Ability 9 Type := Empire - Grant Unique Discovery
Ability 9 Description := We have detected advanced technology present on this planet.
Ability 9 Scope := Space Object
Ability 9 Range Formula := 0
Ability 9 Amount 1 Formula := 6
Ability 9 Amount 2 Formula := 0

Re: Mod coding help
There are no scripts for ruins, it's all handled by the game's internal code. A planet with ruins just has one of the abilities listed above. If the ability is "Empire - Grant Random New Tech Levels" it will add the listed amount of tech levels to a randomly chosen tech area. If the ability is "Empire - Grant Unique Discovery", then it will open up the unique tech area that corresponds to the value in Amount 1. Look at a unique tech area in TechAreas.txt to see how those are labeled.
It should be possible to create an events script to do this thing, in which case you could specify a small bonus to a tech area instead. I think Isopsyco might have done something like this for his "ship ruins" in the Battlestar Galatica Mod.

Re: Mod coding help
If you're not going to have any unique areas, just remove those abilities from your normal planet entry.
Re: Mod coding help
Didn't someone make a Junkyard Wars mod where the only tech you got was what you found in ruins? Maybe that might help?
Re: Mod coding help

Re: Mod coding help
It doesn't do anything in SE5 - it's a relic from SE4 when you could choose which technologies were allowed in the game.




Re: Mod coding help
I don't think it's possible to just bump up points in a tech area via this file.
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