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October 13th, 2004, 12:32 PM
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Shrapnel Fanatic
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Re: Unique tech from ruins
Id like to see more of these. Maybe not so maximum. Especially since they are usually found early to mid-game so they could just be minor but useful tools. Has anyone added any to a mod?
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October 13th, 2004, 12:41 PM
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General
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Re: Unique tech from ruins
most mods have extended the list or added new ones
To quickly find out what mods have for unique
you can look at the techarea.txt
and any tech area that has the unique area such as
Name := Neural Computer Interface
Group := Applied Science
Description := Advanced computer interface which connects ships during combat.
Maximum Level := 1
Level Cost := 30000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 3
Can Be Removed := False
Number of Tech Req := 0
and if you read the description for the unique area you get this
Unique Area:
This is a user-defined number which is connected to certain abilities such
as Ancient Ruins Unique. Some abilities will cause a unique tech to become
available. If this number is greater than zero, then this technology area
will only be shown to the player if they have the attained\activated the
ability with the corresponding Unique Area id.
Hope this helps
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October 13th, 2004, 12:48 PM
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General
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Re: Unique tech from ruins
Adamant has a few, like the Magnetic Screen which is an inferior shielding technolgy, but nice if you haven't researched shield tech (or you're an organic race which can't get shields for ships  )
AIC and Proportions have multiple levels of the unique techs, so while you need the ruins to get you started, after that you can improve on them with research... for instance, I think the Neural Combat Net starts with an attack/defense penalty but you can remove that with research, and the Massive Shield Depleter improves its rate of fire so you can fire it several times per combat at higher levels...
If I ever finish the Antares Mod it will have all the Orion techs from MOO2 as unique techs... I'll probably make them really expensive or tone them down or something because I can't put in Guardians to protect the ruins without using a custom map...
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October 13th, 2004, 02:33 PM
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Shrapnel Fanatic
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Re: Unique tech from ruins
Quote:
Ed Kolis said:
Adamant has a few, like the Magnetic Screen which is an inferior shielding technolgy, but nice if you haven't researched shield tech (or you're an organic race which can't get shields for ships )
AIC and Proportions have multiple levels of the unique techs, so while you need the ruins to get you started, after that you can improve on them with research...
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As does Adamant.
There was a large collection of unique techs posted a while back (3 years ago?), which included lots of ruins techs, even some racial ones (only for Religious races, for example).
Quote:
Gandalph said:
I have added unique ruins in the yet to be released Stranger Mod, but rather than giving you a component, it opens a unique research area that you can then research to get the component, usually in several levels.
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GMTA.  Adamant does this as well. You even have to have various theoretical techs available first before you can develop your ruins techs, including a Xenoarchaeology tech area that does nothing but allows ruins techs to be utilized.
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October 13th, 2004, 02:39 PM
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Shrapnel Fanatic
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Re: Unique tech from ruins
Ruins can off set a PBW game real quick. I once obtained ICE and Gas planet tech from ruins. My not apply to unique ruins, but still.
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October 13th, 2004, 08:18 PM
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First Lieutenant
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Re: Unique tech from ruins
Quote:
Adamant does this as well. You even have to have various theoretical techs available first before you can develop your ruins techs, including a Xenoarchaeology tech area that does nothing but allows ruins techs to be utilized
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This is a COOL idea! Xenoarchaeology indeed!
Quote:
Ruins can off set a PBW game real quick. I once obtained ICE and Gas planet tech from ruins. My not apply to unique ruins, but still
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Unfortunately, this is also a highly valid point 
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October 14th, 2004, 04:17 AM
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Corporal
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Re: Unique tech from ruins
Quote:
Atrocities said:
Ruins can off set a PBW game real quick. I once obtained ICE and Gas planet tech from ruins. My not apply to unique ruins, but still.
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Indeed - I once got Space Yards II and III from one ruin - near turn 15 or so! So that put me way up in the construction race
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October 14th, 2004, 04:58 AM
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Sergeant
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Re: Unique tech from ruins
It is true that normal techs can give kick off for one player, but unique techs are practically useless except Neural net. And that comes handy only with bigger ships and later in the game.
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October 14th, 2004, 06:52 AM
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Major General
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Re: Unique tech from ruins
Are the techs set or does it depend on what you are studying?. I used to think it was whatever I was working on and so would fill my research slots with everything that cost 200K or more, then I read that wasn't true.
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October 14th, 2004, 12:12 PM
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Sergeant
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Re: Unique tech from ruins
Quote:
Karibu said:
It is true that normal techs can give kick off for one player, but unique techs are practically useless except Neural net. And that comes handy only with bigger ships and later in the game.
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Actually massive planitary shield has been useful to me. In a PBW game once I wiped out a fleet of 24 ships with one.
I had one small colony planet in a system completely populated by one other player. As often happens diplomacy broke down. Since this planet was all by itself I didn't bother building obital defenceses. But I did build a massive planetary shield and a few weapon platforms.
He was quite shocked when he attacked that planet and was destroyed by my shielded weapon platforms. 
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