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  #1  
Old January 27th, 2003, 05:26 AM
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Default Re: learning Ancient Ruin techs

Given:
Tech A is a racial tech
Tech B is NOT a racial tech, and requires Tech A level X
Tech C is NOT a racial tech, and requires Tech B level Y.

Results:
A race without the racial tech can NEVER get ANY levels in A.
A race without the racial tech can never RESEARCH levels in B, but CAN steal them.
A race without the racial tech CAN research Tech C once they have stolen Y levels of B.

[ January 27, 2003, 03:27: Message edited by: Suicide Junkie ]
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Old January 27th, 2003, 05:39 AM

Desdinova Desdinova is offline
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Default Re: learning Ancient Ruin techs

thanks. so it actually would require 3 Versions of tech.
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Old January 27th, 2003, 05:44 AM

Desdinova Desdinova is offline
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Default Re: learning Ancient Ruin techs

next question. is it possible to make random events give you tech levels.
examples.
Eureka...you get a lucky break on a research project and finish early.

Lucky Find...you stumble across an ancient derelict and discover new tech or improved levels of current tech. (without having to use ruins)

like they had on moo2.
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Old January 27th, 2003, 06:03 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: learning Ancient Ruin techs

Not yet. A 'technology event' is something we've been requesting.
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Old January 27th, 2003, 06:17 AM
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Default Re: learning Ancient Ruin techs

ISTR that the Events and Intelprojects files used the same things. In that case, since you can steal a tech area, I'd think you could have an event give you one. Downside: since you're not choosing who it's against, and you're not selecting the desired tech, you're likely to "learn" something you already know. You can search for "events intelligence" or something like that for more info.

[Edit]I was going to be nice and search for the link and post it for you, but the search engine seems to be set on "slower than the 180-year itch" mode. Sorry.

[ January 27, 2003, 04:35: Message edited by: Krsqk ]
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Old January 27th, 2003, 08:17 AM
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Default Re: learning Ancient Ruin techs

Quote:
Originally posted by Suicide Junkie:
Given:
Tech A is a racial tech
Tech B is NOT a racial tech, and requires Tech A level X
Tech C is NOT a racial tech, and requires Tech B level Y.

Results:
A race without the racial tech can NEVER get ANY levels in A.
A race without the racial tech can never RESEARCH levels in B, but CAN steal them.
A race without the racial tech CAN research Tech C once they have stolen Y levels of B.
SJ, I am a bit confused about this.

Can you give me examples of a racial tech becoming non-racial tech?

That is of a non-racial tech B which is dependant upon a racial tech A.
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Old January 27th, 2003, 04:18 PM
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Default Re: learning Ancient Ruin techs

Quote:
Originally posted by tbontob:
SJ, I am a bit confused about this.

Can you give me examples of a racial tech becoming non-racial tech?

That is of a non-racial tech B which is dependant upon a racial tech A.
Actually, we're almost there in the standard game. Consider, you take the psychic racial trait. You can, at the start of a game research psychic studies. That gets you no component or facility, just lets you research psychic weapons and psychic technology.

If you put in a filler tech between psychic studies, and remove the racial requirement from the filler tech, psychic weapons, and psychic technology, and leave it in for the psychic studies, you have what SJ described.

I always though MM put all those research levels in to cripple the racial, make the waste research in the early game, now I realize it may be just to make what SJ described possible.

[ January 27, 2003, 14:22: Message edited by: Arkcon ]
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