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-   -   Unique tech from ruins (http://forum.shrapnelgames.com/showthread.php?t=21268)

bbq October 13th, 2004 05:57 AM

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.

Raging Deadstar October 13th, 2004 06:05 AM

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

Arkcon October 13th, 2004 09:49 AM

Re: Unique tech from ruins
 
Quote:

bbq said:
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.

Oh, I'm a little late here, but I'd like to direct you here {clicky}

Use the links on the page and the backlinks until you're satiated. http://forum.shrapnelgames.com/images/smilies/happy.gif

Gandalf Parker October 13th, 2004 12:32 PM

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?

tesco samoa October 13th, 2004 12:41 PM

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

Ed Kolis October 13th, 2004 12:48 PM

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...

Gandalph October 13th, 2004 01:19 PM

Re: Unique tech from ruins
 
Quote:

Gandalf Parker said:
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?

I have added unique ruins in the yet to be released Stranger Mod, but rather than giving you a component, it opens a unique research area that you can then research to get the component, usually in several levels.

Fyron October 13th, 2004 02:33 PM

Re: Unique tech from ruins
 
Quote:

Ed Kolis said:
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...

As does Adamant.

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:

Gandalph said:
I have added unique ruins in the yet to be released Stranger Mod, but rather than giving you a component, it opens a unique research area that you can then research to get the component, usually in several levels.

GMTA. http://forum.shrapnelgames.com/images/smilies/wink.gif Adamant does this as well. You even have to have various theoretical techs available first before you can develop your ruins techs, including a Xenoarchaeology tech area that does nothing but allows ruins techs to be utilized.

Atrocities October 13th, 2004 02:39 PM

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.

Possum October 13th, 2004 08:18 PM

Re: Unique tech from ruins
 
Quote:


Adamant does this as well. You even have to have various theoretical techs available first before you can develop your ruins techs, including a Xenoarchaeology tech area that does nothing but allows ruins techs to be utilized


This is a COOL idea! Xenoarchaeology indeed!



Quote:


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


Unfortunately, this is also a highly valid point http://forum.shrapnelgames.com/images/smilies/fear.gif

Tanus October 14th, 2004 04:17 AM

Re: Unique tech from ruins
 
Quote:

Atrocities said:
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.

Indeed - I once got Space Yards II and III from one ruin - near turn 15 or so! So that put me way up in the construction race

Karibu October 14th, 2004 04:58 AM

Re: Unique tech from ruins
 
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.

Randallw October 14th, 2004 06:52 AM

Re: Unique tech from ruins
 
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.

Fyron October 14th, 2004 11:25 AM

Re: Unique tech from ruins
 
Quote:

Randallw said:
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.

Unique tech ruins (ie: Neural Net) are set from the beginning. "Normal" tech ruins are determined when you colonize the planet, and it is quite random.

Perrin October 14th, 2004 12:12 PM

Re: Unique tech from ruins
 
Quote:

Karibu said:
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.

Actually massive planitary shield has been useful to me. In a PBW game once I wiped out a fleet of 24 ships with one.

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

Parasite October 15th, 2004 01:20 PM

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.

douglas October 15th, 2004 01:42 PM

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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