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  #1  
Old October 17th, 2004, 12:58 PM
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Default Re: SEV- Suggestions on Ruins

Quote:
Imperator Fyron said:
Quote:
Gandalf Parker said:
On the "points" thing though, I wouldnt want it to "fill from the bottom". I mean if it was 50,000 points of research I would rather have it go toward what Im working on than have it give me half a dozen techs I had purposely skipped.

Why should ruins give you technology based on what you are researching? They should give you whatever they give you, worthless or not.

There should be plenty of ruins that give no technology at all.
Be maybe cool to have some "Bad" tech that starts you someplace then goes nowhere!
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Old October 17th, 2004, 01:27 PM
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Default Re: SEV- Suggestions on Ruins

Ruins could give other things other than technology. They could give a new happiness pill, a boast to production, a boast to intel, a boast to research points, etc.
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Old October 18th, 2004, 10:41 AM
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Default Re: SEV- Suggestions on Ruins

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Atrocities said:
Ruins could give other things other than technology. They could give a new happiness pill, a boast to production, a boast to intel, a boast to research points, etc.
Far off star charts. Not a major item I know but it seems very logical to be fouind in ruins.

How about something which alters the worth of the planet. You scan the planet and see xxx,xxx,xxx worth plus some ruins. When you colonize it you find a food plant or a radioactive previously unknown to your scanners which puts a worthwhile boost on the numbers. It would be kindof nice to find out afterward that the crappy tiny rock actually has a use. If balance is desired it could also be some strange plant-virus or false-radioactive which shoots it down. Probably something with minerals also but nothing comes to mind. Some new metal maybe.
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Old October 18th, 2004, 04:35 PM
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Default Re: SEV- Suggestions on Ruins

'Gegege: wgee gewg ge gewg ew gwegrwg gwgrgwg. rgwrg rg wg grg grg rgr rgrgr grgrgwrg rgrgr. rggw rgwg tthw gwg. wgwerg.'

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Old October 18th, 2004, 06:01 PM
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Default Re: SEV- Suggestions on Ruins

Power ruins is a great idea. Even a Not so Powerful ruin. Somthing that would give a little advatage to you. Like a familiar weapon system that takes up less space than normal.
I even thought of other "terrain" features. Maybe a lost colony that will join your empire on contact. An empty colony - just add population and it's ready to go. I'm stealing these ideas from MOO2 & 3. I remember it was those things that I looked forward to when I played those games...Oh yeah and the "lost star sytem" protected by a Death Ray firing Lobster ship.
I'm not saying I want to play those MOO games anymore but borrowing ideas from them makes sense. Is the MOO mod ready?
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Old October 18th, 2004, 06:30 PM
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Default Re: SEV- Suggestions on Ruins

MOO mod? Oh geez, that is going to take a LONG time, probably... I do have the facilities and a few weapon components if you want to look at them... look at some of the more recent Posts in the SE4 Data/Sound/Graphic section of the Scenario/Mod forum; I don't feel like looking it up
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Old October 18th, 2004, 10:29 AM
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Default Re: SEV- Suggestions on Ruins

Quote:
mottlee said:Be maybe cool to have some "Bad" tech that starts you someplace then goes nowhere!
Hmmm that would be interesting but easily avoided later.
It did bring to mind that a (slim) chance might occur for misleading research. Send you off in a wrong direction. Something that sets you back on what you are researching.

Or maybe that would be better as a random event so that you can tie it in to the choice of having maximum events turned on. Might be a good idea to move the research boosts there also.
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