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June 12th, 2001, 03:00 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Unique ruins techs
Actually, since the ultra-tech area in not a racial or ruins tech, and since it has a runis tech prerequisite;
Other races will be able to trade/steal it, but not research it.
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June 12th, 2001, 03:08 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Unique ruins techs
The ruins are a good way to get a lot of new techs into the game without adding racial traits or modding the whole tech tree.
The question is how to get the AI to use them all. They would have to find each level to advance them unless the tech could show up as an addition to an existing tech tree. Would it work this way, Ultra shields are part of the shield tech tree but unavailable for use until the tech is discovered on a ruin? If so then a tremendous amount of techs can be added that the AI would use automatically.
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June 12th, 2001, 04:31 PM
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Corporal
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Join Date: Apr 2001
Location: UK
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Re: Unique ruins techs
How I see it working, the AI can be scripted to research the various Ultra-Techs at the earliest point the scripter wants them to start. Then, at any point if they get the ruins tech, they would start researching the resulting ultra-tech.
If they CAN be traded, then I would make the first level of Ultra-Tech just be equivalent to the basic ruins tech. Perhaps, even, remove any items from the ruins tech - you can't build massive planetary shields by getting that tech, all it does is lets you research the ultra-tech tree! This means, quite elaborate ruins items can be added in safety, because ruins tech itself adds nothing to the race. Only if they research the clues they find, can they develop any technology.
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June 12th, 2001, 04:40 PM
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First Lieutenant
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Join Date: Jan 2001
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Re: Unique ruins techs
My thinking was if a tech could be added as a part of the tree, in this case shields, but keep the component/facility from being available until the ruins tech was found. Then the AI would automaically use it if it found the tech, no reprogramming would be needed. I think the AI looks at abilities and families when building, not the actual names or descriptions of the items.
If this is actually how it works then any number of new techs could be added and then some ruins techs would finally be worth using. Judging from the responses in this thread the current ones are duds.
Another thought, can a racial tech also be a ruins tech? That might be cool.
[This message has been edited by Nitram Draw (edited 12 June 2001).]
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June 12th, 2001, 07:41 PM
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Corporal
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Join Date: Apr 2001
Location: UK
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Re: Unique ruins techs
Yeah that should work, make an item with an extra tech requirement.
I tried making a tech both racial and unique, I didn't do an exhaustive test but colonized dozens of ruins - never once got the special tech, often got *nothing* and no message - I presumed this was me finding the racial/ruin stuff and not being allowed to get it.
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June 13th, 2001, 08:23 PM
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Private
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Join Date: May 2001
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Re: Unique ruins techs
I have seen AI races build planetary shield generators. The generators take way too long to build for the small amount of protection that they provide.
I have also seen the unique techs not be unique. I have encountered AI players that have the same “unique” tech as I have. I have no idea why that is.
The massive shield depleter and other massive weapons are totally useless. They do not do enough damage and have that asinine 30 turn reload rate. 1k of shield damage is pathetic for a “massive” weapon. How about 10k of damage or 3 turn reload rate. This would make the weapons actually worthwhile.
I prefer to find cargo II or some other useful tech rather than any of the massively useless techs. When I get the massively useless shield depleter I feel as if I’ve gotten the booby prize!
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June 13th, 2001, 08:34 PM
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First Lieutenant
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Join Date: Jan 2001
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Re: Unique ruins techs
There are only 4 unique techs so you are right, they aren't very unique.
I would like to see 20 - 25 unique techs to give some variety. I think it could be done by modding advanced Versions of the current techs with the same family numbers and tech requirements. That way the AI may actually use them if it is a tech they normally research.
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