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Unique tech from ruins
I read somewhere that you can sometimes get "unique technology" from ruins. What exactly are these unique techs? Is there a list somewhere? Are they technology that you can not research regardless of how you configure your race? Thanks.
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Re: Unique tech from ruins
Some Ruins Planets will Give you Unique Tech.
I believe they are. Neural Combat Net - Ships with this will have the ammount of Combat Expirience equal to your Most Expirienced Ship in Combat Massive Shield Depleter - Fires Once Per Combat, Practically Useless. Some Mods Improve it by giving it 100% to hit and Increase it's damage etc. Damages only Shields Massive Ionic Disperser - Same as Above. Damages Only Engines. Massive Planetary Shield Generator - Facility that generates 5000pts of Shielding for a planet. These and more info on them can be found in the Components.txt data file. Hope that helps |
Re: Unique tech from ruins
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Use the links on the page and the backlinks until you're satiated. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Unique tech from ruins
Id like to see more of these. Maybe not so maximum. Especially since they are usually found early to mid-game so they could just be minor but useful tools. Has anyone added any to a mod?
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Re: Unique tech from ruins
most mods have extended the list or added new ones
To quickly find out what mods have for unique you can look at the techarea.txt and any tech area that has the unique area such as Name := Neural Computer Interface Group := Applied Science Description := Advanced computer interface which connects ships during combat. Maximum Level := 1 Level Cost := 30000 Start Level := 0 Raise Level := 0 Racial Area := 0 Unique Area := 3 Can Be Removed := False Number of Tech Req := 0 and if you read the description for the unique area you get this Unique Area: This is a user-defined number which is connected to certain abilities such as Ancient Ruins Unique. Some abilities will cause a unique tech to become available. If this number is greater than zero, then this technology area will only be shown to the player if they have the attained\activated the ability with the corresponding Unique Area id. Hope this helps |
Re: Unique tech from ruins
Adamant has a few, like the Magnetic Screen which is an inferior shielding technolgy, but nice if you haven't researched shield tech (or you're an organic race which can't get shields for ships http://forum.shrapnelgames.com/images/smilies/wink.gif)
AIC and Proportions have multiple levels of the unique techs, so while you need the ruins to get you started, after that you can improve on them with research... for instance, I think the Neural Combat Net starts with an attack/defense penalty but you can remove that with research, and the Massive Shield Depleter improves its rate of fire so you can fire it several times per combat at higher levels... If I ever finish the Antares Mod it will have all the Orion techs from MOO2 as unique techs... I'll probably make them really expensive or tone them down or something because I can't put in Guardians to protect the ruins without using a custom map... |
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There was a large collection of unique techs posted a while back (3 years ago?), which included lots of ruins techs, even some racial ones (only for Religious races, for example). Quote:
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Re: Unique tech from ruins
Ruins can off set a PBW game real quick. I once obtained ICE and Gas planet tech from ruins. My not apply to unique ruins, but still.
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It is true that normal techs can give kick off for one player, but unique techs are practically useless except Neural net. And that comes handy only with bigger ships and later in the game.
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Are the techs set or does it depend on what you are studying?. I used to think it was whatever I was working on and so would fill my research slots with everything that cost 200K or more, then I read that wasn't true.
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I had one small colony planet in a system completely populated by one other player. As often happens diplomacy broke down. Since this planet was all by itself I didn't bother building obital defenceses. But I did build a massive planetary shield and a few weapon platforms. He was quite shocked when he attacked that planet and was destroyed by my shielded weapon platforms. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Unique tech from ruins
An interesting fact I have found is if you save a game, then explore the ruins, you will get one set of techs. If you get a unique tech, running the save game will always give you that tech.
If the ruins give you random tech, when you play the save game, they will give you a different set of random tech the second time. Each time played after that will give you the second set of techs. It will effectively give you two choices for the random tech. Of course, this only works in a solo game, but I found it strange that the ruins would rerandomize once, and not again. |
Re: Unique tech from ruins
This happens because the random seed is not saved, but is always the same just after you load a game. To get another set of techs from the ruins, just do something that uses the random number generator, like simulating a battle, and then colonize the planet. If you really feel like cheating, just keep reloading and simulating two colony ships running away from each other a different number of times until you get a colonization tech.
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