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September 21st, 2003, 03:03 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Rube Goldberg tech - what is it?
It is so you can have dud ruins that give no techs. If you have a ruin with no tech level, the ruins icon does not show up on the planet, so you can immediately spot duds. Adds some spice to the game. 
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September 21st, 2003, 05:33 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Rube Goldberg tech - what is it?
funny stuff.
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September 22nd, 2003, 07:29 AM
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Corporal
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Join Date: Sep 2003
Location: Tennessee
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Re: Rube Goldberg tech - what is it?
I think I'm going to have to do something like that in my mod, but you will get something out of it. It'll just be something insanely useless.
[ September 22, 2003, 06:30: Message edited by: Jake Monroe ]
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Empires Colonize in an attempt to get away from Chuck Norris. Unfortunatly He is always there waiting for them.
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September 22nd, 2003, 07:59 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Rube Goldberg tech - what is it?
a weapon that does 0 damage? an engine that gives 0 movement? 0 is such a nice number...
how about :
Rube Goldberg structure: decreases to-hit by 10% (lots of useless gadgets) but also decreases ECM bonus (where the hell would you shoot with all that stuff?) OR act as armor that reduces to-hit by 1% with every component. or whatnot 
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Let the game begin!
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September 22nd, 2003, 08:52 AM
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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: Rube Goldberg tech - what is it?
I have the same idea in Adamant, just not Rube Goldberg.  Hopefully our idea will spread further and make it's way into all mods.
[ September 22, 2003, 07:52: Message edited by: Imperator Fyron ]
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