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  #1791  
Old February 25th, 2004, 02:32 AM
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Default Re: STM "Final v1.7.5" Discussion

Atrocities. Did you test your capturable tech using a Full tech start? I just tried that and I see what you mean. Seems like you found a bug in SE4. I'm just testing it but I think it will work as expected in a normal start.
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  #1792  
Old February 25th, 2004, 02:36 AM
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Default Re: STM "Final v1.7.5" Discussion

The full-tech start probably gives all possible techs to the race and that is why it would show up in the race's tech list - which is fine really.

More importantly - it shouldn't show up in the research screen...
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  #1793  
Old February 25th, 2004, 02:39 AM
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Default Re: STM "Final v1.7.5" Discussion

Quote:
Originally posted by Captain Kwok:
The full-tech start probably gives all possible techs to the race and that is why it would show up in the race's tech list - which is fine really.

More importantly - it shouldn't show up in the research screen...
Yea after thinking about it for a bit I agree. I just tested a mini game with the Fed tech I listed below and it does allow Fed Phasers to be captured but not researched.
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  #1794  
Old February 25th, 2004, 02:45 AM
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Default Re: STM "Final v1.7.5" Discussion

If you do a high tech start, all non-racial and all non-unique area (ancient ruins) tech areas are given to every race. So, capturable racial techs start out at max level on a high tech start. You can not get them without doing some capturing in a low or med tech start game though.
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  #1795  
Old February 25th, 2004, 02:56 AM
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Default Re: STM "Final v1.7.5" Discussion

I suppose that could be a design decision. After all, if you've had the time to fully research every possible technology, it's also feasible you could be given access to non-researchable tech.

Of course, this all makes more sense if you have a standard branch of low-ability comps, a standard-but-captured-some-racial branch of medium-ability comps, and a racial branch of high-ability comps.
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  #1796  
Old February 25th, 2004, 02:59 AM

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Default Re: STM "Final v1.7.5" Discussion

No wonder my computer players expanded poorly. I had switched off All warp points connected. Not a mistake I have repeated with my current game!

I basically murdered the Klingon race in the Last game, denyed them a glorious death
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  #1797  
Old February 25th, 2004, 05:35 AM
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Default Re: STM "Final v1.7.5" Discussion

Probably an oversight. There are no such techs in the stock game. All techs can either be researched normally, require a trait to research and possess, or require a ruin colonized to possess.
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  #1798  
Old February 25th, 2004, 06:14 AM
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Default Re: STM "Final v1.7.5" Discussion

I believe that an new A.I. bug has been discovered. In this case, the A.I. has been able to place three Federation Sensor Array Vs on a single ship. The ship class is Hippocrates.

In any case, if the A.I. is capable of placing three such arrays on a design, that means a 75% boost to attack & defense, and +30 sensor range.
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  #1799  
Old February 25th, 2004, 06:18 AM
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Default Re: STM "Final v1.7.5" Discussion

Multiple copies of such components do not stack. They are just wasting space.
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  #1800  
Old February 25th, 2004, 06:39 AM
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Default Re: STM "Final v1.7.5" Discussion

Just got back from a loooooong 'outing'. Is good to be home...especially when I come back to see this mod

I also came home to a broken SE4 Gold CD...but thank the gods for overnight shipping

Look forward to trying this out tomorrow!
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