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

PvK May 8th, 2003 11:27 PM

Re: Ruin tech (Again)
 
The Proportions ancient techs (I think all of them) are modded significantly. They require research after discovery, and tend to be a lot more powerful and useful at the higher levels than the unmodded Versions (except for Neural Combat Net, which I think is way overdone in the unmodded, so I reduced it a lot). Proportions' massive ionic disperser is also particularly useful because it can burn through ionic shields which would tend to stop most normal ionic weapons.

As for the unmodded "Massive Planetary Shield" - what a joke. 5000 unphased shield points isn't worth a facility slot, even if it were free. An attacker only has to do about 200 points of damage per turn to eat through that if the planet lacks other defenses. The same resources spent on weapon platforms will be more effective, probably even in terms of structure points, not to mention the ability to fire back.

PvK

Quote:

Originally posted by oleg:
Massive Ionic Disperser is awesome tech if found earlier on. Ability to strip all low level shilds and burn all engines at once is priceless. You may also keep in mind that component-specific damage is not transfered from one shot to another. Thus, you can fire zillion ID I (damage 10 ) on contra-terran engine (damage resistance 15) for no avail !

P.S> the numbers I use are from proportions, in plain SE they might be different. Sorry.

<font size="2" face="Verdana, Helvetica, sans-serif">

Dingocat85 May 9th, 2003 06:52 AM

Re: Ruin tech (Again)
 
Quote:

Originally posted by desdinova:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">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.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Hmmmm....allright, maybe the *first* item in your research queue has been found in some ruins before.

BUT...

How about the Techs in the 2nd-12th queue slot - have they ever been found?

(As you can see, I don't concede defeat too easily http://forum.shrapnelgames.com/images/icons/tongue.gif )

narf poit chez BOOM May 9th, 2003 07:00 AM

Re: Ruin tech (Again)
 
youch! it sounded impressive. guess i'll have to build weapon platforms with them. but what's the use of neural combat net? saving .8 turns at a training facility? nah, i'm a long term person.

Fyron May 9th, 2003 07:01 AM

Re: Ruin tech (Again)
 
DingoCat, having a project in your research queue has NO effect on ruins, period. It matters not which slot it is in.

Quote:

Originally posted by narf poit chez BOOM:
youch! it sounded impressive. guess i'll have to build weapon platforms with them. but what's the use of neural combat net? saving .8 turns at a training facility? nah, i'm a long term person.
<font size="2" face="Verdana, Helvetica, sans-serif">8 turns can make a huge difference in PBW games.

[ May 09, 2003, 06:03: Message edited by: Imperator Fyron ]

Desdinova May 9th, 2003 08:01 AM

Re: Ruin tech (Again)
 
dingocat. as fyron says it doesnt matter what slot. heres a test.
create a map using the editor.
select 1 system and mod one of the planets to match your races homeworld type.
on that planet under abilities give it ancient ruins with, i dunno say 100 in value one.
next select another planet and create a specific starting point for yourself. player 1.
save map and load it in a new game.
select your techs you want to research.
create a colonizer and colonize the world you modded. it should give you upto 100 tech advances. should be easy enough to see if it affects slots other than the first one being researched.
checkmate http://forum.shrapnelgames.com/images/icons/icon12.gif

Kamog May 12th, 2003 08:04 AM

Re: Ruin tech (Again)
 
100 tech advances? Wouldn't it be nice to find one of those ruins early on...


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