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December 7th, 2000, 05:53 AM
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Sergeant
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Join Date: Aug 2000
Location: Garden-Variety State
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Re: Shield Generators
quote: Originally posted by Cryptotec88:
And yes, it does repair the techs you don't currently have. A minor bug in my opinion.
Well, it depends. I had the Cue Cappa surrender to me and some of their ships were damaged. One of them, a light cruiser, hasn't had one of its Telekinetic Rams or whatever repaired, and its been in a fleet with repair ships for several years now. I figured it was b/c I don't have the Psychic race trait.
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December 7th, 2000, 06:25 AM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: Shield Generators
Yep, if you don't have the tech, you can't make the repairs. I believe that goes for ordinary components as well as the special stuff like Psychic and Temporal equipment.
I think that you can still analyze a destroyed component (shifting through the wreckage?) and have a chance to discover the tech which builts it, but I'm not sure about that.
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December 7th, 2000, 01:02 PM
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Second Lieutenant
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Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
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Re: Shield Generators
I agree that boarding tech is too hard to come by. I've been toying with the idea of moving it up one level in military science tech area so it's available at once in a medium tech start game.
I also agree that the selfdestruct device is to powerful. The description says it destroys the ship by overloading the weapons. So logically I thought, then destroy the engines and it won't work. So I researched engine busting weapons and proceeded to test my theory. No go. The self destruct device works even if all the engines are destroyed which makes no sense imo considering the description of it. I wonder if it's possible to create a weapon that only targets selfdestruct devices?
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December 7th, 2000, 01:51 PM
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Private
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Join Date: Nov 2000
Location: UC, PA USA
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Re: Shield Generators
Well it would be nice if the engines being offed would end the auto-destruct, but I think they truly mean the power core for the engines blows (using the self-destruct). & while yes it would be nice if you could simply have say a 'explosion containment field' weapon that would nuke the self-D it's not currently possible (no ability for it). As is I've been trying to get a large fighter item which is a boarding unit or maybe make an even larger 'fighter' hull which I'll call shuttles... it would be a large ship (say 60 kt?) & the boarding unit would be 40 kt (but the rating would be higher than ship ones). That way you risk a 'shuttle' instead of your precious BC...
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December 7th, 2000, 04:06 PM
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Corporal
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Join Date: Sep 2000
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Re: Shield Generators
While the self-destruct device would be a cause for concern in multi-player games, I have yet to see the AI use one. Also there is no reason to place marines on a BC, a small ship serves the purpose much better when used in a fleet. Especially when armed with the correct weapon (shield dep).
Shadow99, Would your shuttle be classed as a fighter and therefore able to be targeted by point defense weapons?
Psitticine, Thanks for the info on shield gen's and shield points.
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December 7th, 2000, 05:36 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Shield Generators
In my present game (255-system 1-planet start, ca. turn 250 w/ probably only the two known non-neutral AIs left as well a handful of neutrals), pretty much every remotely-recent enemy ship class has a self-destruct device. Most (but not all) also have ECM and sensors, and I've even seen it deploy spy satellites (tachyon sensors)...
(of course, I've also noted that the previously-destroyed [surrender] Ukra-Tal had Cloaking II, but apparently never used it... !)
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December 7th, 2000, 06:03 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Shield Generators
In my current game (large galaxy, 8 non-neutral AI's, 4 neutral AIs), I saw self-destruct devices on my closest enemy before turn 50!!! I haven't seen any ECMs or Combat Sensors yet though...
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