|
|
|
 |

January 11th, 2001, 11:23 PM
|
 |
Major
|
|
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ancient Ruins dud!
In my current game, I have three of the unique techs (Massive Shield Damaging Weapons, Massive Planetary Shielding, and the Neural Net tech). The only one I've really used so far is the shield damaging weapon (one shot per combat, but it does 1000 points of shield damage!). I had a planetary shield facility on one planet for a while because an "ally" colonized the planet's moon. I got rid of the facility after destroying the "ally" (never break a treaty with the Moebius Consortium! like certain other organizations, the only way to leave is in a body bag (figuratively speaking)).
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
|

January 12th, 2001, 01:46 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Ancient Ruins dud!
My understanding of the ruins issue is that if you have researched the technology the ruin would have given you, you get nothing upon finding the ruin. Sounds simple, and I believe that is the way it works.
------------------
"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard
UCP/TCO Ship Yards
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

January 12th, 2001, 03:35 AM
|
Second Lieutenant
|
|
Join Date: Dec 2000
Location: Houston, TX, USA
Posts: 571
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ancient Ruins dud!
Argh. I got home, opened up the right text file "StellarAbility Types.txt" and found the ruins ability. There isn't a 0 value in number of techs. All the unique worlds have the same description text, so maybe the one where you don't get any tech is when you pick up a unique.
By saving the game and reloading, I -have- managed to get different techs on the worlds where you get a group of techs. It tends to repeat a bit, though.
Though, of course, doing that outside of experimentation is cheating.
------------------
--
"What do -you- want?" "I'd like to live -just- long enough
to be there when they cut off your head and stick it on a
pike as a warning to the next ten generations that some favors
come with too high a price. I would look up into your lifeless
eyes and wave like this..." *waggle* "...can you and your
associates arrange that for me, Mr. Morden?"
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
|

January 12th, 2001, 05:12 AM
|
Sergeant
|
|
Join Date: Oct 2000
Location: Winnetka, CA, USA
Posts: 357
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ancient Ruins dud!
The only planets that I know you have a chance to not get a tech level on are the ones that state "we have detected advanced technology present on this planet". Those are the "unique" technology planets where you get the technologies you can't research. The other planets will give you 1, 2, or 3 levels of researchable technology. I have never had them not give me an advance but I suppose it is possible in the late game if everything is researched. I don't know if there is a percent chance that if one field is completely researched that you will get nothing on these other worlds but it has never happened to me yet. The "unique tech" wolds give me nothing quite often though after getting at least one tech from them. This happens every game.
[This message has been edited by Tomgs (edited 12 January 2001).]
|

January 12th, 2001, 10:39 PM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Fairfield, Iowa
Posts: 268
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ancient Ruins dud!
quote: By saving the game and reloading, I -have- managed to get different techs on the worlds where you get a group of techs. It tends to repeat a bit, though.
Hmm, this is interesting. I was told people had tried this and always got the exact same thing, hence the assumption that the contents were determined at galaxy creation. Thanks for the data though.
[quoe]I have never had them not give me an advance but I suppose it is possible in the late game if everything is researched. [/quote]
It happens to me even if barely any techs are researched. 've never had the fifth or later ruins give me anything, and rarely does the fourth. I get three bonuses, sometimes a fouth, and then no more ever again. However, I will say that I am famous for experiencing bugs that no one else ever does.
------------------
Compete in the Space Empires IV World Championship at www.twingalaxies.com.
|

February 3rd, 2002, 06:17 AM
|
 |
Corporal
|
|
Join Date: Jan 2002
Location: Hawaii
Posts: 92
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Ancient Ruins dud!
Question: I have 12 Unique tech in my games. We will say they are all set at chance = 5. Then lets say there is a game with only 4 Unique techs set at chance = 5. Will the game with 12 UT (Unique techs) have a better chance (maybe give out more due to more UT in the game) of giving out unique techs then the one with five?
Also, I played one game and had four Unique tech planets in my sector that I could populate. I populated them all and I recieved four different Unique techs: Massive Resource Extraction, Massive Planetary Shielding, Massive Space Yard, and Massive Fuel Converter. I was shocked at what I received. Albeit it took almost 30 turns to just build one of these, but I was practicaly invincible. I played for a couple of turns then deleted the game.
I modified how Unique techs work. When you get a Unique tech you usually automatically get the facility or component right then. Well I increased the level of all unique techs by 1 (one). Then increased all unique facilities and components required tech level by 1. What this does is when someone gets a unique tech they do not automatically get it. They get the ability to research it which is usually not cheap in research points. Then you have to build it which is not cheap either. I am not too sure how this affects the AI. Will have to do some tests to find out.
__________________
Atlantean Empire
|

February 3rd, 2002, 07:52 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Ancient Ruins dud!
quote: Question: I have 12 Unique tech in my games. We will say they are all set at chance = 5. Then lets say there is a game with only 4 Unique techs set at chance = 5. Will the game with 12 UT (Unique techs) have a better chance (maybe give out more due to more UT in the game) of giving out unique techs then the one with five?
Yes. If you put more ruins in the data files, then there will be a greater chance of ruins being generated. Unique techs will become more common.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|