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October 13th, 2004, 05:57 AM
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Private
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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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October 13th, 2004, 06:05 AM
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Brigadier General
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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
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October 15th, 2004, 01:42 PM
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Major
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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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October 13th, 2004, 09:49 AM
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Colonel
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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.
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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.
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October 13th, 2004, 12:32 PM
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Shrapnel Fanatic
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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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October 13th, 2004, 12:41 PM
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General
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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
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October 13th, 2004, 12:48 PM
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General
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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 )
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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October 13th, 2004, 02:33 PM
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Shrapnel Fanatic
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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 )
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...
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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.
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GMTA. 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.
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October 13th, 2004, 02:39 PM
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Shrapnel Fanatic
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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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October 13th, 2004, 08:18 PM
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First Lieutenant
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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
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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
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Unfortunately, this is also a highly valid point
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