 |
|  |
 |
|
Whoha
|
 |
The TOC is supposed to be classified guys...
Dec 2001 time: 23:31
|
|
An overrun is like where moo3's release date is pushed back because they decide to do more work on it :P
Positive overruns, don't know what these do, but they do contribute to the stuck tech factor so they are bad and evil for the time being, get rid of positive overrun leaders. They may contribute to the amount of research in a given field, no one knows. Once more is known about how the save file stores information about technology fields and techs it may be possible to determine what effect they have.
Negative overruns, and overruns in general make the tech take longer to progress from the prototype phase to the "you get to use it" phase.
To reduce overruns overall, Get the no spy mod which will allow you to reduce the oppressometer to 0, supposedly having it high increases overruns, get rid of +% overrun leaders positive or negative, get leaders that reduce the % of overruns, and be wary of the 3rd antaran X that increases overruns.
Short answer: Due to the tech stuck bug they are not desirable(unless someone found out that something else causes them.)
Creativity reduces the chance of an overrun, and makes it more likely to be a positive one if it does happen, if what the game says about creativity is correct however.
|
|
|  |
 |
|
CharlesBHoff
|
|
el paso texas
May 2002 time: 05:31
|
|
I notice that postive overrun allow you to reasearch the next level in than area while still reasearch the current level, Your current Reasearch level in the area donot go up as far as I see.
|
|
|  |
 |
|
macraig
|
|
Under the overpass
Mar 2003 time: 21:31
|
|
I think I might have encountered it myself already in my second test game the other day: I achieved an Antaran X and it was shown being researched in the tech window, with I recall 16 turns until completion; just below that was another tech, with 1 turn remaining, and for which I had eagerly been waiting for some turns.
To my surprise, that tech didn't complete the next turn as I'd expected: it took several more turns. After the first delayed turn, I assumed that perhaps the Antaran X tech had "inserted" itself as a higher priority in the queue, and that I might perhaps have to wait 17 turns before I'd see the anticipated tech completed. Of course that wasn't what happened, either, and I had no other explanation until the last few minutes when I've been reading about this tech bug for the first time.
I have no authoritative confirmation, though....
|
|
|  |
 |
|
blubberbob
|
|
It's definitely a bug.
- People are reporting a tech stuck for hundreds or even a thousand turns
- the "turns left" estimate has repetitive patterns (like 1-1-1-1 or 4-3-2-1-1-1-1-1-4-3-2-1-1-1-1-1-4-3-2 etc)
- you can get a sit-rep message saying "Good news, tech x entered the prototype phase" for dozens of turns in a row.
I cannot believe that this is the intended behavior.
Setting the "additional research spending" slider to zero, and setting the Economics slider to 100 % (or perhaps any school but the one with the stuck tech) and all others to 0 % helps sometimes, but not always.
|
|
|  |
 |
|
Raion
|
|
The Atari forums are still the best place to find answers.
The game is suppose to be variable as to when anything is done, especially with techs.
Unrest on a planet may slow down production, and as such.
This is not a game, where it is cut and dried. It is variable, as to make it seem more real.
Get the 1.2.5 patch also if not gotten, since all the diplomacy was suppose to change and not allow species to quickly change their mind.
Perhaps, Atari Support has the patch, I downloaded long time ago, so now I do not know where it is at.
Still probably at moo3mods.com where I downloaded it, along with lots of other mods.
|
|
|  |
All times are GMT. The time now is 05:31. Apolyton Time is 00:31. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|