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

modding Q

Submitted by pyroman on Wed, 2008-06-04 01:03. Space Empires V FAQs

I want to do a no research game, but in the data folder I dont see where I can turn off the construction of them...also has anyone done anything like this and if so what happend to the ai? also if you gave the ai a tech organic armor will it still run around with regular armor?

Im playn balance and (it might be slightly old) but I give them organic tech at high lvls and I see them using MB's and heavy armor = ( Its like take a hint and use the high lvl organic armor!!!

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Re: modding Q

Submitted by pyroman on Wed, 2008-06-04 01:05.

oh and by sayn I gave them high organic tech I mean in the start up under starting research amount

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Mod Designer

Re: modding Q

Submitted by Fyron on Wed, 2008-06-04 04:32.

To remove all research-related items in the Balance Mod, go into TechAreas.txt and change Applied Research to:

Name                                            := Applied Research
Group                                           := Applied Science
Category                                        := General
Description                                     := The capability of an empire to research new technologies.
Picture Number                                  := 86
Maximum Level                                   := 11
Level Cost                                      := 50000
Start Level                                     := 0
Can Be Removed                                  := FALSE
Unique or Racial Tech                           := FALSE
Number Of Requirements                          := 1
Requirements Evaluation Availability            := AND
Requirements Evaluation Allows Placement        := TRUE
Requirements Evaluation Allows Usage            := TRUE
Requirement 1 Description                       := Empire must have at least tech level 1000 in Industry.
Requirement 1 Formula                           := Get_Empire_Tech_Level("Industry") >= 1000

Note that there are two changes here, setting Start Level to 0 and changing the requirement to a ridiculously high value.


SpaceEmpires.net | Space Empires Wiki

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Re: modding Q

Submitted by pyroman on Wed, 2008-06-04 20:36.

Ahh thank you, I was missing that! thank you

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Re: modding Q

Submitted by pyroman on Thu, 2008-06-05 21:58.

hmm I did that but I still have research buildings, so I tried to take them out and they always pop up on the homeworld...if I just made them produce 0 points of research would the ai still build them and maybe more of them because its not researching?

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Re: modding Q

Submitted by marhawkman on Fri, 2008-06-06 00:43.

You get them on your homeworld because they're in the "starting facilities" file. Remove them, and you won't see anymore.

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Re: modding Q

Submitted by pyroman on Fri, 2008-06-06 23:21.

Ahhhhh Thank you! btw do you start with a colony tech or do you have to give your self say rock colont tech at the tech point allocation at the start if your home world is a rock type

Also I have noticed that with the AI (when playn with 2 AI's) That there is one Alfa and a Beta, is there any way to make them both Alfa males? (and yes I set AI difficulty to max, and AI bonus to max as well.)

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Mod Designer

Re: modding Q

Submitted by Fyron on Sat, 2008-06-07 00:53.

You get a level of colony tech for free.


SpaceEmpires.net | Space Empires Wiki

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Re: modding Q

Submitted by pyroman on Sat, 2008-06-07 13:24.

thanks, and for some reason I had it working where I didnt have research buildings at start and something happend and now they are back and I can always build them even though I have a high requirment for them...I think I will just change the research buildings into underpowered solar generator

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