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May 8th, 2003, 07:21 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
Posts: 1,727
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Re: Ruin tech (Again)
Quote:
Originally posted by oleg:
Ruin tech is seeded. But it is in form "random normal tech", "unique tech number 1", "unique tech number 2"...
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Ahh... So many things make so much more sense.
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May 8th, 2003, 07:47 PM
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Sergeant
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Join Date: Oct 2002
Location: Dallas, tx
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Re: Ruin tech (Again)
Quote:
Originally posted by Dingocat85:
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.
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i have had several occasions where i was researching a tech and had it given to me by a ruin.
i was one turn away from completing level 2 in starbase construction when the ruin gave it to me. it automatically increased my que to research level three and kept the existing research points i had. only thing is i now had to wait several more turns to finish research level 3 since it was more expensive. i know i could have just reordered the research que but i figured i might as well finish off starbase construction since it was half way researched.
__________________
The vastness of space and time, and I end up here?
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May 8th, 2003, 07:50 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Ruin tech (Again)
Quote:
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.
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That is completely wrong. Researching a tech area has no bearing on what is in ruins. It is quite possible to colonize ruins that give you nothing, because you already possess those tech areas that it would have given you levels in.
Quote:
Originally posted by oleg:
Ruin tech is seeded. But it is in form "random normal tech", "unique tech number 1", "unique tech number 2"...
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The beginning of the game locks in what techs are in which ruins. Try saving before colonizing one, and then reloading over and over again. It is always the same tech.
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May 8th, 2003, 08:40 PM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
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Re: Ruin tech (Again)
Quote:
Originally posted by Imperator Fyron:
quote: Originally posted by oleg:
Ruin tech is seeded. But it is in form "random normal tech", "unique tech number 1", "unique tech number 2"...
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The beginning of the game locks in what techs are in which ruins. Try saving before colonizing one, and then reloading over and over again. It is always the same tech. Horray, Fyron is wrong.
A day to remember!
Fyron, an experiment.
Make a map. Start an simultaneous game. When you are approaching a ruin that doesn't have "Ancient Unique tech" save the GAM file.
Run the turn, delete all but the old GAM file, try again...
You'll be surprised
The only times youdon't get a tech is when it's a "Ancient Unique tech" that you already got.
The random tech ruins always gives you the number of random techs that you stated when creating the map!
(And yes, it doesn't matter if it's in the queue or not)
[ May 08, 2003, 19:44: Message edited by: Ruatha ]
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May 8th, 2003, 09:45 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Ruin tech (Again)
Hmm... it seems as if you are correct. Rather shady to do something like that though. 
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May 8th, 2003, 10:41 PM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
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Re: Ruin tech (Again)
Quote:
Originally posted by Imperator Fyron:
Hmm... it seems as if you are correct. Rather shady to do something like that though.
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Shady is my middle name... 
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May 8th, 2003, 11:27 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Ruin tech (Again)
The Proportions ancient techs (I think all of them) are modded significantly. They require research after discovery, and tend to be a lot more powerful and useful at the higher levels than the unmodded Versions (except for Neural Combat Net, which I think is way overdone in the unmodded, so I reduced it a lot). Proportions' massive ionic disperser is also particularly useful because it can burn through ionic shields which would tend to stop most normal ionic weapons.
As for the unmodded "Massive Planetary Shield" - what a joke. 5000 unphased shield points isn't worth a facility slot, even if it were free. An attacker only has to do about 200 points of damage per turn to eat through that if the planet lacks other defenses. The same resources spent on weapon platforms will be more effective, probably even in terms of structure points, not to mention the ability to fire back.
PvK
Quote:
Originally posted by oleg:
Massive Ionic Disperser is awesome tech if found earlier on. Ability to strip all low level shilds and burn all engines at once is priceless. You may also keep in mind that component-specific damage is not transfered from one shot to another. Thus, you can fire zillion ID I (damage 10 ) on contra-terran engine (damage resistance 15) for no avail !
P.S> the numbers I use are from proportions, in plain SE they might be different. Sorry.
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