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-   -   Ruin tech (Again) (http://forum.shrapnelgames.com/showthread.php?t=9365)

narf poit chez BOOM May 8th, 2003 05:54 AM

Re: Ruin tech (Again)
 
massive planetary shielding. 5000 shield points. no vulnerable planets.

Dingocat85 May 8th, 2003 06:56 PM

Re: Ruin tech (Again)
 
Quote:

Originally posted by Ruatha:
It can't really be random can it. In a game I got three fighter techs after each others!
<font size="2" face="Verdana, Helvetica, sans-serif">Actually, if you put a tech in your research queue (doesn't matter if you've researched a single point on it or not), you won't find it in any ruins, but some other Tech.

So in your example, if you had 'Fighters' in your research queue, you wouldn't have gotten the Fighter tech.

(Of course, you could always get a terrible tech if you block what it should have been - that's why before you colonize some ruins, you should fill the 12 spots on your reserarch queue with all the Techs you don't want to discover...and you'll get another Tech http://forum.shrapnelgames.com/images/icons/icon12.gif )

Loser May 8th, 2003 07:13 PM

Re: Ruin tech (Again)
 
How could that be true if Ruin tech are, in fact, seeded at map creation.

This should be fairly simple to test. If the ruin tech is established at map creation it not be too hard to code a program, a cheat, that would search them out and tell you about them. Once the ruin tech is known, the player puts that tech in their research queue, and colonizes the planet. Then we know.

oleg May 8th, 2003 07:18 PM

Re: Ruin tech (Again)
 
Quote:

Originally posted by Loser:
How could that be true if Ruin tech are, in fact, seeded at map creation.

This should be fairly simple to test. If the ruin tech is established at map creation it not be too hard to code a program, a cheat, that would search them out and tell you about them. Once the ruin tech is known, the player puts that tech in their research queue, and colonizes the planet. Then we know.

<font size="2" face="Verdana, Helvetica, sans-serif">Ruin tech is seeded. But it is in form "random normal tech", "unique tech number 1", "unique tech number 2"...

Loser May 8th, 2003 07:21 PM

Re: Ruin tech (Again)
 
Quote:

Originally posted by oleg:
Ruin tech is seeded. But it is in form "random normal tech", "unique tech number 1", "unique tech number 2"...
<font size="2" face="Verdana, Helvetica, sans-serif">Ahh... So many things make so much more sense.

Desdinova May 8th, 2003 07:47 PM

Re: Ruin tech (Again)
 
Quote:

Originally posted by Dingocat85:
Actually, if you put a tech in your research queue (doesn't matter if you've researched a single point on it or not), you won't find it in any ruins, but some other Tech.
<font size="2" face="Verdana, Helvetica, sans-serif">i have had several occasions where i was researching a tech and had it given to me by a ruin.
i was one turn away from completing level 2 in starbase construction when the ruin gave it to me. it automatically increased my que to research level three and kept the existing research points i had. only thing is i now had to wait several more turns to finish research level 3 since it was more expensive. i know i could have just reordered the research que but i figured i might as well finish off starbase construction since it was half way researched.

Fyron May 8th, 2003 07:50 PM

Re: Ruin tech (Again)
 
Quote:

Actually, if you put a tech in your research queue (doesn't matter if you've researched a single point on it or not), you won't find it in any ruins, but some other Tech.
<font size="2" face="Verdana, Helvetica, sans-serif">That is completely wrong. Researching a tech area has no bearing on what is in ruins. It is quite possible to colonize ruins that give you nothing, because you already possess those tech areas that it would have given you levels in.

Quote:

Originally posted by oleg:
Ruin tech is seeded. But it is in form "random normal tech", "unique tech number 1", "unique tech number 2"...
<font size="2" face="Verdana, Helvetica, sans-serif">The beginning of the game locks in what techs are in which ruins. Try saving before colonizing one, and then reloading over and over again. It is always the same tech.

Ruatha May 8th, 2003 08:40 PM

Re: Ruin tech (Again)
 
Quote:

Originally posted by Imperator Fyron:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by oleg:
Ruin tech is seeded. But it is in form "random normal tech", "unique tech number 1", "unique tech number 2"...

<font size="2" face="Verdana, Helvetica, sans-serif">The beginning of the game locks in what techs are in which ruins. Try saving before colonizing one, and then reloading over and over again. It is always the same tech.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Horray, Fyron is wrong.
A day to remember!

Fyron, an experiment.
Make a map. Start an simultaneous game. When you are approaching a ruin that doesn't have "Ancient Unique tech" save the GAM file.
Run the turn, delete all but the old GAM file, try again...
You'll be surprised http://forum.shrapnelgames.com/images/icons/icon10.gif

The only times youdon't get a tech is when it's a "Ancient Unique tech" that you already got.
The random tech ruins always gives you the number of random techs that you stated when creating the map!

(And yes, it doesn't matter if it's in the queue or not)

[ May 08, 2003, 19:44: Message edited by: Ruatha ]

Fyron May 8th, 2003 09:45 PM

Re: Ruin tech (Again)
 
Hmm... it seems as if you are correct. Rather shady to do something like that though. http://forum.shrapnelgames.com/images/icons/icon12.gif

Ruatha May 8th, 2003 10:41 PM

Re: Ruin tech (Again)
 
Quote:

Originally posted by Imperator Fyron:
Hmm... it seems as if you are correct. Rather shady to do something like that though. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Shady is my middle name... http://forum.shrapnelgames.com/images/icons/icon10.gif


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