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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Mod coding help

Romulus68's picture
Submitted by Romulus68 on Mon, 2008-02-04 14:22. SE:V MODs

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

‹ Ship Slot Help needed with component coding ›
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Captain Kwok's picture
Mod Designer

Re: Mod coding help

Submitted by Captain Kwok on Mon, 2008-02-04 14:49.

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


Space Empires Depot | SE:V Balance Mod

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Romulus68's picture
Mod Designer

Re: Mod coding help

Submitted by Romulus68 on Mon, 2008-02-04 15:08.

Captain Kwok wrote:
I don't think it's possible to just bump up points in a tech area via this file.


Space Empires Depot | SE:V Balance Mod

Where do you find the scripts for ruins? is this it?

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Captain Kwok's picture
Mod Designer

Re: Mod coding help

Submitted by Captain Kwok on Mon, 2008-02-04 15:34.

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.


Space Empires Depot | SE:V Balance Mod

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Romulus68's picture
Mod Designer

Re: Mod coding help

Submitted by Romulus68 on Mon, 2008-02-04 16:07.

One more question....I hope!

If I have no unique techs in TechAreas.txt will the game go to the other option (standard tech) if the unique tech is not there? or will it error?

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Captain Kwok's picture
Mod Designer

Re: Mod coding help

Submitted by Captain Kwok on Mon, 2008-02-04 17:53.

If you're not going to have any unique areas, just remove those abilities from your normal planet entry.


Space Empires Depot | SE:V Balance Mod

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Re: Mod coding help

Submitted by Brad on Mon, 2008-02-04 18:18.

Didn't someone make a Junkyard Wars mod where the only tech you got was what you found in ruins? Maybe that might help?

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Mod Designer

Re: Mod coding help

Submitted by Fyron on Mon, 2008-02-04 20:32.

Romulus68 wrote:
If I have no unique techs in TechAreas.txt will the game go to the other option (standard tech) if the unique tech is not there? or will it error?
It won't give regular tech levels. I doubt any error would be reported; most likely nothing happens when you colonize the planet.


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Romulus68's picture
Mod Designer

Re: Mod coding help

Submitted by Romulus68 on Tue, 2008-02-05 11:40.

Looking at TechAreas.txt

What does this mean: Can be removed :=TRUE OR FALSE

What does that command do?

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Captain Kwok's picture
Mod Designer

Re: Mod coding help

Submitted by Captain Kwok on Tue, 2008-02-05 12:36.

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


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