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May 7th, 2003, 03:51 PM
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General
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Join Date: Mar 2001
Location: UK
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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..?
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May 8th, 2003, 12:53 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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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" 
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May 8th, 2003, 04:50 AM
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Corporal
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Join Date: Sep 2001
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Re: Ruin tech (Again)
Now that would make them worth using!
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May 8th, 2003, 05:54 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Ruin tech (Again)
massive planetary shielding. 5000 shield points. no vulnerable planets.
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May 8th, 2003, 06:56 PM
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Corporal
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Join Date: Apr 2003
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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!
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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 )
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May 8th, 2003, 07:13 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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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.
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May 8th, 2003, 07:18 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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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.
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Ruin tech is seeded. But it is in form "random normal tech", "unique tech number 1", "unique tech number 2"...
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