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  #1  
Old October 26th, 2001, 06:06 AM
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Fyron Fyron is offline
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Default Re: Mod limiters on capturing alien Tech

You cannot have a level in a tech area if you do not have all previous levels in it. Ex: you cannot have Engines 5 without Engines 4. So, if you capture tech B at level Y+3, then you would automatically receive tech levels Y, Y+1, and so on, so that you could have level Y.

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  #2  
Old October 26th, 2001, 03:30 PM
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Default Re: Mod limiters on capturing alien Tech

If you captured a ship with Tech level Y+3, you'd get:
YourCurrentTechlevel + 1
or
tech level Y+3

whichever is lower. So you need to capture al leasy Y+3 ships to be able to research tech C.
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Old October 27th, 2001, 12:53 AM

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Default Re: Mod limiters on capturing alien Tech

Hey SJ, good to see you again. I've been away for a while so I must have missed a lot. I had no idea you could do this with tech areas! Really gives flavor to research too. Has this method been tested with AI? Or is only really useful with other human players?
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Old October 27th, 2001, 01:40 AM
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Default Re: Mod limiters on capturing alien Tech

You could have AI research entries telling it to research tech C. Once it somehow got tech B level Y, it would do the research.

Problem is, the AI dosen't analyse captured ships, so it won't get tech B, except by chance in ruins.

Also, putting tech B components into your designs, could be abused by a human giving them tech level 1 ONLY. Then the AI wastes space with level 1 components.

The only hardcode difficulty with the AIs is getting them to steal tech B in order to open tech C to research.
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