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October 14th, 2004, 04:17 AM
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Corporal
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Join Date: Feb 2004
Location: Canada
Posts: 81
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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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Join Date: Feb 2003
Location: Finland
Posts: 392
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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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If you give a man a fish, he will eat a day;
But if you teach a man to fish, he will buy an ugly hat;
And if you talk about a fish to a starving man, then you're a consultant
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October 14th, 2004, 06:52 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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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, 11:25 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: Unique tech from ruins
Quote:
Randallw said:
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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Unique tech ruins (ie: Neural Net) are set from the beginning. "Normal" tech ruins are determined when you colonize the planet, and it is quite random.
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October 14th, 2004, 12:12 PM
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Sergeant
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Join Date: May 2002
Location: USA
Posts: 201
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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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October 15th, 2004, 01:20 PM
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Second Lieutenant
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Join Date: Jul 2003
Location: Texas
Posts: 464
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Re: Unique tech from ruins
An interesting fact I have found is if you save a game, then explore the ruins, you will get one set of techs. If you get a unique tech, running the save game will always give you that tech.
If the ruins give you random tech, when you play the save game, they will give you a different set of random tech the second time. Each time played after that will give you the second set of techs. It will effectively give you two choices for the random tech.
Of course, this only works in a solo game, but I found it strange that the ruins would rerandomize once, and not again.
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October 15th, 2004, 01:42 PM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
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Re: Unique tech from ruins
This happens because the random seed is not saved, but is always the same just after you load a game. To get another set of techs from the ruins, just do something that uses the random number generator, like simulating a battle, and then colonize the planet. If you really feel like cheating, just keep reloading and simulating two colony ships running away from each other a different number of times until you get a colonization tech.
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