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  #21  
Old April 22nd, 2003, 08:26 PM
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Default Re: learning Ancient Ruin techs

How do you "steal" racial tech?

I set up a game for the purpose of experimenting with stealing racial tech.

It was set at all tech researched.

Analysing an alien ship with the tech component doesn't get racial tech.

Technological espionage with "Any technology" always seems to result in a "We are unable to find any worthwhile technology."

"Tech reports" may eventually disclose the current level of the racial tech but doesn't enable you to select that tech to steal. I am still left with "Any technology" which doesn't seem to get me anywhere.
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  #22  
Old April 22nd, 2003, 09:24 PM
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Default Re: learning Ancient Ruin techs

You can not own any tech area that has a racial area requirement that you do not have a trait for. So, you can not steal Organic technologies unless you have the Organic Manipulation racial trait.
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  #23  
Old April 22nd, 2003, 10:28 PM
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Default Re: learning Ancient Ruin techs

That is what I had originally thought.

Does this mean that SJ's post is wrong?

Quote:
Originally posted by Suicide Junkie:
Given:
Tech A is a racial tech
Tech B is NOT a racial tech, and requires Tech A level X
Tech C is NOT a racial tech, and requires Tech B level Y.

Results:
A race without the racial tech can NEVER get ANY levels in A.
A race without the racial tech can never RESEARCH levels in B, but CAN steal them.
A race without the racial tech CAN research Tech C once they have stolen Y levels of B.
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  #24  
Old April 22nd, 2003, 10:48 PM
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Default Re: learning Ancient Ruin techs

No, SJ's post is correct. But, you have to _mod_ the tech areas to get them to be capturable. With SJ's system, the tech areas B and C are _not_ racial tech areas. They do not have a racial tech requirement. Only tech A does. In unmodded SE4, all Organic techs have the racial tech requirement.
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  #25  
Old April 22nd, 2003, 11:31 PM
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Default Re: learning Ancient Ruin techs

OK, that does clear things up.

Racial tech can only be captured if it is specifically modded to do so.

In the standard SE4 1.84 game, there is no way to capture racial tech.
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  #26  
Old April 23rd, 2003, 01:04 AM
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Default Re: learning Ancient Ruin techs

Almost. An Organic race can capture Organic techs from another Organic race that is more advanced in Organic techs.
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  #27  
Old April 23rd, 2003, 01:33 AM
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Default Re: learning Ancient Ruin techs

Quote:
Originally posted by desdinova:
okaaaay, lets see if i get this correct.

tech A (Psychic Studies) would be researchable only by a race with racial trait of psychic and cannot be stolen/analyzed.

tech B (Psychic Weapons and Psychic Technology) would be researchable only by a race with racial trait of psychic but can be stolen/analyzed by other races.
edit>>>> the components in this Category however can only be created by someone with the psychic racial trait.

tech C (new components and facilies we design) would be researchable by anyone that has a certain level stolen/analyzed in PW and PT. thus allowing us to create less effective techs that all races can use once they steal/analyze racial (tech B) components.
I got Tech A & B...but with tech C, you've lost me... Partially because I have no idea what PW & PT stand for
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  #28  
Old April 23rd, 2003, 12:56 PM
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Default Re: learning Ancient Ruin techs

Quote:
I got Tech A & B...but with tech C, you've lost me... Partially because I have no idea what PW & PT stand for
PW = Psychic Weapons
PT = Psychic Technology
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  #29  
Old April 26th, 2003, 12:27 AM

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Default Re: learning Ancient Ruin techs

For my Dark Nova 3 mod (avaliable at PBW) I've added 28 new unique ruin techs. They are all racial components and facilites. This makes it possible for a non-organic race, for example, to find organic armour or some other such. The idea was to increase the diversity of ship designs. In fact, the entire point of DN3 mod is increased diversity. The unique racial techs are essentially the same as the racial counterparts, with one slight difference. The unique one's are stronger than lv1 racial, but weaker than lv2. For the most part.

This mod also has the chance for ruins boosted from 3.5% per planet to 10.2% per planet.

The game hasn't begun yet so I'm not sure how it will all pan out. There are 2 spots left if anyone's interested.

The altered ruins are intergrated into the mod but if anyone wants the extract them, feel free.

(and if anyone needs some assistance to extract them you can email me bearclaw@telus.net )
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