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  #1  
Old October 27th, 2001, 12:53 AM

Magnum357 Magnum357 is offline
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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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Gryphin-

I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

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Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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  #2  
Old October 27th, 2001, 01:40 AM
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Suicide Junkie Suicide Junkie is offline
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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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