.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 7th, 2003, 03:51 PM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default Re: Ruin tech (Again)

I quite like putting the massive engine-killer on large weapons platforms. They get a good range and can immobilise pretty much anything before it can fire on your planet.

The only trouble with that is that if you don't have ships, fighters or long-range weapons to finish them off, you can inadvertently blockade yourself.

Of course this is with proportions where planetary cargo space is less of a problem. I might be more reluctant to use up that space for one of these weapons in a standard game.

But yeah, I think all the massive weapons could stand to be stand to improved. Maybe a little extra range..?
Reply With Quote
  #2  
Old May 8th, 2003, 12:53 AM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Ruin tech (Again)

I think in P&N they have something like +100 to hit, on the basic principle of "huge anime plasma beam of death that cannot miss just because it's so big"
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #3  
Old May 8th, 2003, 04:50 AM

Gwaihir Gwaihir is offline
Corporal
 
Join Date: Sep 2001
Posts: 109
Thanks: 0
Thanked 0 Times in 0 Posts
Gwaihir is on a distinguished road
Default Re: Ruin tech (Again)

Now that would make them worth using!
Reply With Quote
  #4  
Old May 8th, 2003, 05:54 AM
narf poit chez BOOM's Avatar

narf poit chez BOOM narf poit chez BOOM is offline
Shrapnel Fanatic
 
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
narf poit chez BOOM is on a distinguished road
Default Re: Ruin tech (Again)

massive planetary shielding. 5000 shield points. no vulnerable planets.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
Reply With Quote
  #5  
Old May 8th, 2003, 06:56 PM
Dingocat85's Avatar

Dingocat85 Dingocat85 is offline
Corporal
 
Join Date: Apr 2003
Posts: 78
Thanks: 0
Thanked 0 Times in 0 Posts
Dingocat85 is on a distinguished road
Default Re: Ruin tech (Again)

Quote:
Originally posted by Ruatha:
It can't really be random can it. In a game I got three fighter techs after each others!
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.

So in your example, if you had 'Fighters' in your research queue, you wouldn't have gotten the Fighter tech.

(Of course, you could always get a terrible tech if you block what it should have been - that's why before you colonize some ruins, you should fill the 12 spots on your reserarch queue with all the Techs you don't want to discover...and you'll get another Tech )
__________________
Do it, or I'll do something mean & unexpected.
Reply With Quote
  #6  
Old May 8th, 2003, 07:13 PM

Loser Loser is offline
Colonel
 
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
Loser is on a distinguished road
Default Re: Ruin tech (Again)

How could that be true if Ruin tech are, in fact, seeded at map creation.

This should be fairly simple to test. If the ruin tech is established at map creation it not be too hard to code a program, a cheat, that would search them out and tell you about them. Once the ruin tech is known, the player puts that tech in their research queue, and colonizes the planet. Then we know.
Reply With Quote
  #7  
Old May 8th, 2003, 07:18 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Ruin tech (Again)

Quote:
Originally posted by Loser:
How could that be true if Ruin tech are, in fact, seeded at map creation.

This should be fairly simple to test. If the ruin tech is established at map creation it not be too hard to code a program, a cheat, that would search them out and tell you about them. Once the ruin tech is known, the player puts that tech in their research queue, and colonizes the planet. Then we know.
Ruin tech is seeded. But it is in form "random normal tech", "unique tech number 1", "unique tech number 2"...
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:38 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.