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  #41  
Old November 11th, 2002, 10:27 PM
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Default Re: P&N for v1.78?

Quote:
Originally posted by Ed Kolis:
Aw, c'mon, doesn't anybody like the High Energy Minimizer? Oh well, I can always add it to MY mod...
The only problem is, NOONE woudl EVER use it.

Regardless of the thematics of making something useless (IOW, a Rube Goldberg component) ... for the effort of actually exploring the Ruins, you shoudl get something of that has at least the potential to be of SOME use, in the right circumstances.

I can actually see a benefit in there being several "Rube Goldberg Designs" ruins-tech fields, each one with a different "almost useful" component or facility attached to it.
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  #42  
Old November 11th, 2002, 10:53 PM
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Default Re: P&N for v1.78?

Nope, the Canon cannon isn't mine.

And Goldberg devices DO do something useful.
They keep shop windows clean, sharpen pencils, and various other tasks.

Usually, they complete a single very simple task in a very complicated way though.

Quote:
I'm trying to come up with a whole STRING of "useless but seems ALMOST useful" components.
Perhaps a better way to think of it would be "I can beat you with one hand tied behind my back" type components

As for the high energy minimizer, it still needs something... It isn't really accomplishing anything, you know?
Perhaps if it were a safety device. A tech area of Goldberg Weapon Safety Systems, could include the High Energy Minimizer...
I just need matching devices for seekers, projectile weapons, and warheads

Quote:
Regardless of the thematics of making something useless (IOW, a Rube Goldberg component) ... for the effort of actually exploring the Ruins, you shoudl get something of that has at least the potential to be of SOME use, in the right circumstances.
Well, the Goldberg designs tech area was originally created so that most Ruins would turn out to be "fake". The goal of the change was to make "Ruins Rushing" and "Ruins Camping" a bit harder...

[ November 11, 2002, 20:59: Message edited by: Suicide Junkie ]
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  #43  
Old November 12th, 2002, 03:36 AM
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Default Re: P&N for v1.78?

Quote:
Originally posted by Suicide Junkie:
Well, the Goldberg designs tech area was originally created so that most Ruins would turn out to be "fake". The goal of the change was to make "Ruins Rushing" and "Ruins Camping" a bit harder...
Ah.

My solution will be, the tech you get from the Ruins only opens up the ABILITY, at great expense, to research fields which will bear otherwise-unreachable fruits.

And I'll also perhaps make it so not one single Ruins planet gives out levels of any APPLIED technologies; Theoreticals at best. As for ruins-hunting, I've always preferred to find some component or facility that ONLY comes from ruins, rather than getting a bagful of normal tech levels ...
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  #44  
Old November 12th, 2002, 04:17 AM
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Default Re: P&N for v1.78?

Quote:
Originally posted by Suicide Junkie:
As for the high energy minimizer, it still needs something... It isn't really accomplishing anything, you know?
Perhaps if it were a safety device. A tech area of Goldberg Weapon Safety Systems, could include the High Energy Minimizer...
I just need matching devices for seekers, projectile weapons, and warheads
Safety systems... Yes, that sounds good... Discover "Advanced Bureaucracy" and you get the "OSHA-Approved Weapons Mount"* which increases weapon size and cost 100%, decreases damage by 50%, but increases accuracy by +30 (The government is nothing if not precise!)

*for those of you outside the US, OSHA is the government organization that regulates occupational safety
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  #45  
Old November 12th, 2002, 04:37 AM
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Default Re: P&N for v1.78?

I don't know if this is a bug or intentional but in a recent game I was a pirate and had a Nomad Ally. As part of a trade deal I would lend him a planet so he could build be a space yard on it.(since Nomad space yards are way better) However when I got the planet back the space yard reverted back to the pirates type. I'm guessing this is maybe because the facilities have the same name??
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  #46  
Old November 12th, 2002, 04:11 PM
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Default Re: P&N for v1.78?

That is a pretty strange effect. I can rename the facilities, and see if that helps.
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  #47  
Old November 22nd, 2002, 03:30 AM
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Default Re: P&N for v1.78?

Can someone tell me why when I play as a normal my Space Yard I's build with 2000 of each resource? When I look at the components.txt file if would appear as if Space Yard I's should be building with 1000 of each resource.
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  #48  
Old November 22nd, 2002, 04:21 AM
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Default Re: P&N for v1.78?

Probably racial characteristics/traits and/or pop levels. Is this on your homeworld?
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  #49  
Old November 22nd, 2002, 04:59 AM
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Default Re: P&N for v1.78?

Nope homeworld is much higher. It is on brand new world with low pop. Plus even the description of the Space Yard I in the game says 'builds with 2000 per turn' (even though like I said in the components.txt it says they build with 1000)
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  #50  
Old November 22nd, 2002, 05:07 AM
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Default Re: P&N for v1.78?

The Normal's spaceyards DO build at 2000.

The Pirates & Nomads get 1000 rate planetary yards.

On the component Shipyards, that is reversed.
Are you looking at the components.txt to find info on facilities???
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