|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  
	
	
		
	
	
	| 
			
			 
			
				September 22nd, 2005, 09:10 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: Ruins Tech 
 
	Quote: 
	
		| douglas said: You can tell something about what you're going to get by the description of the ancient ruins on the planet...
 
 |  Which is quite unfortunate. FQM  fixes this short-sightedness.   |  
	
		
	
	
	| 
			
			 
			
				September 23rd, 2005, 01:19 AM
			
			
			
		 |  
	| 
		
			|  | 
 Lieutenant General |  | 
					Join Date: Nov 2002 
						Posts: 2,903
					 Thanks: 1 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Ruins Tech 
 Hopefully, in SEV there'll be more unique ruins techs which are superior to the regular technologies? |  
	
		
	
	
	| 
			
			 
			
				September 23rd, 2005, 10:39 AM
			
			
			
		 |  
	| 
		
			|  | 
 First Lieutenant |  | 
					Join Date: Jul 2002 Location: Brasil 
						Posts: 604
					 Thanks: 0 
		
			
				Thanked 6 Times in 6 Posts
			
		
	      |  |  
    
	| 
				 Re: Ruins Tech 
 One cool idea would be to Ruins to give weak versions of Racial Techs...
 
 There is any mod that does this?
 
				__________________Currently Playing:
 Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
 |  
	
		
	
	
	| 
			
			 
			
				September 23rd, 2005, 12:58 PM
			
			
			
		 |  
	| 
		
			
			| 
 Captain |  | 
					Join Date: Oct 2001 Location: Prince George BC, Canada 
						Posts: 840
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Ruins Tech 
 
	Quote: 
	
		| Makinus said: One cool idea would be to Ruins to give weak versions of Racial Techs...
 
 
 There is any mod that does this?
 
 |  As a matter of fact there is! My Dark Nova 4 mod has several of these. I've also expanded the tech trees for all unique techs so that you get a minimum of 3 levels of research out of each tech. IIRC the 'stock' unique techs have 5 levels and all the racial types have 3... All together I belive I've got 94 possible unique components/facilites. I've also got some ideas to add more to this. Which I think I'll do before the next DN4 game starts on PBW, which will be shortly as the game itself is on PBW now Dark Nova 4 II.
				__________________Nick (bearclaw)
 You don't know the Power of the Dark Side.  I must obey my Master.
 Potestatem obscuri lateris nescitis
 A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
 |  
	
		
	
	
	| 
			
			 
			
				September 23rd, 2005, 01:03 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: Ruins Tech 
 
	Quote: 
	
		| Makinus said: There is any mod that does this?
 
 |  There is a Unique Techs mod floating about for SE4 Classic that adds a bunch of ruins techs, some of which are weaker versions of racial items. |  
	
		
	
	
	| 
			
			 
			
				September 25th, 2005, 10:52 AM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Apr 2004 Location: Atlanta, Georgia 
						Posts: 1,152
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Ruins Tech 
 Ok, so the Neural Combat Net isn't completely useless, but it's far from as useful as it would be if it worked as advertised. |  
	
		
	
	
	| 
			
			 
			
				September 25th, 2005, 02:44 PM
			
			
			
		 |  
	| 
		
			|  | 
 Major General |  | 
					Join Date: Jan 2004 Location: Germany / Bielefeld 
						Posts: 2,035
					 Thanks: 33 
		
			
				Thanked 18 Times in 12 Posts
			
		
	      |  |  
    
	| 
				 Re: Ruins Tech 
 Well the 30k component size is at least considerable on big ships now :| I got that even which boosts a ship to legendary status (40%), so i can at least get big parts of my ships another 20% more offense (comparing the trained to 20% with the shared 40%).
 thanks a bunch for testing that.
 |  
	
		
	
	
	| 
			
			 
			
				September 25th, 2005, 03:00 PM
			
			
			
		 |  
	| 
		
			|  | 
 Brigadier General |  | 
					Join Date: Apr 2002 Location: Kailua, Hawaii 
						Posts: 1,860
					 Thanks: 0 
		
			Thanked 1 Time in 1 Post
		
	      |  |  
    
	| 
				 Re: Ruins Tech 
 Yikes!  So, basically, I have to use the Fleet Transfer screen to find out which ships have a lower ID (lower listed before higher, right?) then strategically retrofit and/or select ships for the given fleet.
 [re-asking] Do the ships all have to be in the same fleet for the NCN to work?  By the description, this is not addressed, and it is possible to have combat with multiple lone ships and/or fleets on your side.
 
				__________________Slick.
 |  
	
		
	
	
	| 
			
			 
			
				September 25th, 2005, 10:43 AM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Apr 2004 Location: Atlanta, Georgia 
						Posts: 1,152
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Ruins Tech 
 Retrofitting does not change ID.  This is just one of the many things I tested concerning ship ID back when I discovered it.
 Thank you, Q, I hadn't thought of that particular possibility for why we were getting conflicting reports.
 
 Edit: A quick test with your .gam file shows that it seems to work as you stated for the offensive bonus of experience, but the defensive bonus isn't shared at all.
 |  
	
		
	
	
	
	
	
	
	| 
	|  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 
 |  |  |  |  |