Hyper-Advanced Research (Moo2)

flyinfart

Chieftain
Joined
Oct 19, 2005
Messages
7
I have lost the manual that comes with Moo2 (im not even sure this was in there), but what do the Hyper-Advanced researches give you? It seems a bit pointless, as I have seen no improvement (i haven't payed much attention tho). And, does it give any advantages to those who have chosen creative?
 
Hyper Physics:

Hyper advances in Physics serve to increase the miniaturization levels of all physics applications and are worth +5 points to your score.


And so on.

Hyper Chemistry is quite important when you want the mirv upgrade for your zeon missiles. Physics and ForceFields seems also nice for smaller ship equipment. Others are less important. Further sociology levels are almost pointless.
 
It has been awhile since I tried a scoring run, but IIRC the tech score tops out at 262 with adv techs IV. I do know that I have not seen more than 262 for tech in any of my games, but I cannot say if the tech went past level V.
 
But keep in mind that micronization will eventually hit a limit. Those Stellar Converter can fit on Titans, but not on Battleships. Sigh.
 
Not sure what the limitations are size wise and the SC, but there is no reason use cruisers at that stage. If I have SC I only use it on a few ships as all I want them for is to destroy a planet.

That way I do not have come back later to bust a new colony or sit on the system to prevent it.
 
I'm pretty sure you can only get the SC down to either 40% or 25% of its initial size. I don't remember ever being able to fit them in anything smaller than a titan. There's just not enough space.

Anyway, I'm only using it as an example of miniaturization potential
 
I am pretty sure I have put them in a battleship. I will try to run a test later today. I thought I had a finished game that I could check, but I guess I stopped my last one very early. Must have decided to vote a win.
 
Hyper Advanced V is maximum for anything you get. i.e 5 advancements from latest actual tech level. so Stellar Converter goes from 500 space to 200 space, and battleship holds 299 (Megafluxers) + 125 (424 total) with Battle Pods. So a battleship can hold up to 2 Stellars. At least in v1.31. Any tech you actually can put in ship gets its size and cost down with hyper tech(s) unless its already 5 techs below "top" tech.
 
Huh. Crumb. I've been wrong all this time. I rarely played into hypertech very often. I must have had a minimum assortment of toys that I insisted upon, which prevented an SC from fitting on a battleship. But ... still .. mea culpa
 
I like to get 5 hypers on all and then start fighting. :p If I have small fleet (few planets) I can have 1 doom star hold stellar to crush planets from recolonizing, with big fleet (many planets) every1 just holds as many hv af disrupters as possible with 5 af disrupters and 1 nuke. Best way to have fun combats is to let psilons b last alive.. They have all kind fun techs to have more fun with. ;)

Duh, these threads r years old, was too tired to notice.. ^^
 
I'm also pretty sure I've shoehorned one onto a battleship. I don't recall ever getting one on anything smaller, though.

vmxa, you decided to vote a win? Are you feeling OK?

I was at end of the day as I recall and figured I may as well pack it in. Only vote I recall doing.

Anyway I went ahead and stuck an SC in a BB. I ran out to advance tech II and a few III. Removed all except pods and still had to drop the armor down a couple of notches, but it fits.

I think I done it with IV researched in the past, but cannot say for sure. No way it will fit in a cruiser. It mini's to 375 at the level I did. I was at II it was 400. I am fairly sure you can only mini to IV.

A cruiser only has 150 iirc.
 
Back
Top Bottom