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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Master of Orion III > MOO3-General/Help/Multiplaying > Quick Questions for Those Who Know...
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LordGek is offline LordGek
Chieftain

Nov 2002
time: 21:26
  Old Post 21-02-2003 00:12
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Quick Questions for Those Who Know... Increase the size of your Attachments

Hey Gang,

1) Is there any sort of Task Force or Ground Troop Experience/Ranking System? Like Green-Elite stuff?

2) Is there a Hall of Fame/Score Board?

3) Can ships be damaged after combat or are they miraculously restored to full health if they survive a combat? If damaged, how does repair work?

Thanks a bunch!

Epistax is offline Epistax

Prince
of Bananas
May 2001
time: 00:26
  Old Post 21-02-2003 01:56
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Good questions. I am keeping this space available for the questions I will eventually think up.

(I esp like the question about green-elite crews)

Wainamoinen is offline Wainamoinen
Settler

Dec 2002
time: 05:26
  Old Post 21-02-2003 02:11
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Re: Quick Questions for Those Who Know... Increase the size of your Attachments

quote:
Originally posted by LordGek
Hey Gang,

1) Is there any sort of Task Force or Ground Troop Experience/Ranking System? Like Green-Elite stuff?

2) Is there a Hall of Fame/Score Board?

3) Can ships be damaged after combat or are they miraculously restored to full health if they survive a combat? If damaged, how does repair work?

Thanks a bunch!


Not a BT, so have your pinch of salt ready, but:

1) Yes. Many examples referring to "Trained", "Experienced", etc., followed by a unit type (Marines, Battleoids, whatever). N.B. This ONLY applies to ground troops. Ships and their crews don't appear to get experience.

2) Sorry, me no know.

3) Uncertain. However, from what I've read, I believe that ships repair and restock (missiles) between combats, rather than requiring a space "drydock".

Hope someone in the know can answer them properly for you.

extremepumpkin is offline extremepumpkin
Settler

Feb 2003
time: 05:26
  Old Post 21-02-2003 02:18 Visit extremepumpkin's homepage!
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Question 2:

It was in the Kangamoo. So prolly/mebbe in the final one.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:26
  Old Post 21-02-2003 02:22
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Er, I have what I hope is a simple question. I somehow missed in all the discussion a definition of what "Magnate Race" means. Could somebody enlighten me?

Wainamoinen is offline Wainamoinen
Settler

Dec 2002
time: 05:26
  Old Post 21-02-2003 02:40
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By my reading, this is a "Magnate Race": A single-planet civilisation of a non-player race.

You can absorb these into your empire (either by conquest, or settling on their planet and out-populating them, I'm not certain), and apparently they're gold dust.
They're likely to have different environmental requirements to your base race, so you'll be able to use them to colonise many more planets.
Also, they might well cover some of your race's blind spots - example: you're the Nommo, and are the universe's worst ground troops. You discover a planetful of Bulrathi, take them over, and now you can produce the best troops about from your Bulrathi.

Magnate Races can be any of the cut MoO2 races, or one of a few new non-player races.

As a side note, you can also discover "Splinter Colonies", which appear to be colonists of your race ready to go on another planet. Find early, and you've two planets instead of one.

Please bear in mind my non-BT caveats above if any of this is inaccurate.

Bernie Rubber is offline Bernie Rubber
Settler

Jan 2003
time: 05:26
  Old Post 21-02-2003 02:54 Visit Bernie Rubber's homepage!
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Note, the splinter colony doesn't have to be of your race.. It could be another race, or even a maganate race.

Wainamoinen is offline Wainamoinen
Settler

Dec 2002
time: 05:26
  Old Post 21-02-2003 03:07
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quote:
Originally posted by Bernie Rubber
Note, the splinter colony doesn't have to be of your race.. It could be another race, or even a maganate race.


Really? Hmmm, I was assuming that if it wasn't your race then that would make it a magnate (admittedly, that would still leave the possibility of finding lost colonies of player races unclassified of course). Interesting.
Would mean MoO3 was covering the logical possibilities (easing suspension of disbelief, and so aiding immersion) rather than shoe-horning ideas into an easily-implemented system.

I'd be interested to know if magnates get much of an infrastructure start when you discover them.

Crostoneman is offline Crostoneman
Chieftain

Aug 2002
time: 05:26
  Old Post 21-02-2003 03:23
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It used to be different levels of damage control. Some can be repaired in the field, like a fused circuit board or a nonfunctional missle launcher. The other type of damage control can only be repaired in dry dock. Can't replace an engine in the field if it had been sheared off the ship and blown to itty bitty pieces by a nuclear warhead.

BTW, good luck getting this question answered, I tried.
Repair Job

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:26
  Old Post 21-02-2003 03:50
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Ah, that was the impression I was getting of the Magnates, so thanks for confirming that! Do they have pre-dispositions just like any of the other races? i.e., the humanoids will be more inclined to join other humanoids, some might refuse to join other species, etc.?

LordGek is offline LordGek
Chieftain

Nov 2002
time: 21:26
  Old Post 21-02-2003 04:30
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Thanks Guys for the GREAT Answers!

Here's a tougher one:

(this is tough to pose since I've not seen the game yet so please bare with me)

My sneaky Klackons spies have stolen the Psilon's Warp Drive Technology (or some hybrid tech requiring both Energy and Mathematics)! While it seems safe to assume I can now put that in my ships, do I also now have Level 10 Energy and Level 5 Mathematics if those were the required tech levels to create that technology? Even if my race had NEVER done any research yet in either of those two research fields?

kalbear is offline kalbear
Warlord

Nov 2002
time: 05:26
  Old Post 21-02-2003 04:51
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Splinter colonies are _ONLY_ of your race. Never anyone elses. Nor are they magnate races. They are functionally identical to splinters in Moo2.

If you capture/steal/trade for a tech that is above what you're at, it makes it easier to get that tech that you're missing, but you don't get it automatically. The idea being that it's much easier to reverse engineer something than it is to invent it.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:26
  Old Post 21-02-2003 04:53
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[quote] The idea being that it's much easier to reverse engineer something than it is to invent it.[/quoet]oooh... how wonderfully logical! That's what I like to see in games... shame it doesn't happen that often...

LordGek is offline LordGek
Chieftain

Nov 2002
time: 21:26
  Old Post 21-02-2003 05:19
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Okay, I like that...but wait, we can still steal technologies? I can use that Warp Drive even if well ahead of my current tech levels as long as I steal or have it traded to me, right?

kalbear is offline kalbear
Warlord

Nov 2002
time: 05:26
  Old Post 21-02-2003 05:44
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You can still use that tech, yep. Nothing changes there.

It just helps you with further research in that field.

So yeah, it can be a big bonus to get traded techs (or even better, find them via random tech specials on planets), as they'll speed up your research in that field(s).

Wainamoinen is offline Wainamoinen
Settler

Dec 2002
time: 05:26
  Old Post 21-02-2003 05:56
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It seems kalbear sees traded tech the same way I do.

You can buy (or trade, threaten, whatever) a tech out of someone, and build it. Understanding it happens once your own tech catches up. Which will probably be aided by having the future tech, but not bypassed by it. Grand.

Pallidyne is offline Pallidyne
Chieftain

Feb 2003
time: 05:26
  Old Post 21-02-2003 06:26
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edit: Nevermind answered my own question

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