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  #1  
Old May 9th, 2003, 07:00 AM
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narf poit chez BOOM narf poit chez BOOM is offline
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Default Re: Ruin tech (Again)

youch! it sounded impressive. guess i'll have to build weapon platforms with them. but what's the use of neural combat net? saving .8 turns at a training facility? nah, i'm a long term person.
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Old May 9th, 2003, 07:01 AM
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Default Re: Ruin tech (Again)

DingoCat, having a project in your research queue has NO effect on ruins, period. It matters not which slot it is in.

Quote:
Originally posted by narf poit chez BOOM:
youch! it sounded impressive. guess i'll have to build weapon platforms with them. but what's the use of neural combat net? saving .8 turns at a training facility? nah, i'm a long term person.
8 turns can make a huge difference in PBW games.

[ May 09, 2003, 06:03: Message edited by: Imperator Fyron ]
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Old May 9th, 2003, 08:01 AM

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Default Re: Ruin tech (Again)

dingocat. as fyron says it doesnt matter what slot. heres a test.
create a map using the editor.
select 1 system and mod one of the planets to match your races homeworld type.
on that planet under abilities give it ancient ruins with, i dunno say 100 in value one.
next select another planet and create a specific starting point for yourself. player 1.
save map and load it in a new game.
select your techs you want to research.
create a colonizer and colonize the world you modded. it should give you upto 100 tech advances. should be easy enough to see if it affects slots other than the first one being researched.
checkmate
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Old May 12th, 2003, 08:04 AM
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Default Re: Ruin tech (Again)

100 tech advances? Wouldn't it be nice to find one of those ruins early on...
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