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Monoliths and science unlocks [spoilers]


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10 hours ago, Urses said:

I have better used this emoticon:wink: (no offense was Intended!)

For realy hard science playthrough zry to use combination of Strategia and Kerbal R&D with 20%... i'm through all inner planets and on my way to Tellumo  (GPP) and reached hardly T8 by now...:D

You can't have to much science...

None taken :)

What i need is to get 58 upgrades, through the course of finding ALL the "easter egg" sites in the kuniverse. So we have:
16 green Randoliths
Kerbin: 5 (or 6?) Monoliths, (1 Temple, 1 UFO...)
3 Mun Monoliths, (3 arches, 1 memorial site)
1 (or 2?) Minmus Monoliths
...

There are so many easter eggs, but i only want the KerbNet ones to count. If it isn't on the KerbNet map, it shouldn't give an upgrade...any idea how many KerbNet anomalies there are in total?

EDIT: "the Space Program's own DSN groundstations" are also lit up with the anomaly detector...i guess we gonna have to count those as well :rolleyes:

Edited by Blaarkies
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On 4/24/2017 at 11:21 PM, bewing said:

I've heard some people saying one per planet, or one per celestial body. But I actually don't know. :)

I can confirm I got two techs from Minmus greenliths. 

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Finally got it.
My idea of playing career with monoliths only, seems possible (and quite fun). The start is difficult, you need:
-the Rover Probe Core(100% anomaly detection)
-orbit-reaching technology (first LFO engine should be enough)

That's 11 upgrade nodes (maybe we can cut 2 of them out). So i start career as normal, gather science and click nodes upgrades (the least amount possible) until i can plant a flag at each "anomoly"(anything that shows a "?" question mark on KerbNet). Each flag counts as 1 tech node upgrade point, so after i have 11 flags, i can start randomizing tech tree node upgrades (use the random function on a calculator or a quick js program). The idea is to make all anomalies act like the green monoliths (because there are 16 green monoliths in the Kuniverse, but there are 58 tech nodes...so we need the other static anomalies for this too).
Also, decrease the "Funds Penalty". It influences the price of building upgrades, and with low tech rockets that is really challenging getting to the Mun with 30 parts and 18ton limits

Edit: and more...

Spoiler

 


minmus:

Kerbin:

Ike:

Duna:

Gilly: 

Dres (some planet, probably part of some mod that adds this "planet"):

Moho:

Pol:

Bop:

Vall:

Laythe:

 

 

Edited by Blaarkies
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I too had the thought of trying using monoliths as an alternative science progression. 

I have taken a science game through the first few tiers of the tech tree in a conventional way so that I can build an anomaly-detecting satellite and a crude spaceplane to explore Kerbin's distant anomalies. 

Boy is it tedious! I have flown around for ages looking for an anomaly flagged from orbit. I still haven't found even the first one and there is about a dozen on Kerbin. 

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9 hours ago, Foxster said:

Boy is it tedious! I have flown around for ages looking for an anomaly flagged from orbit. I still haven't found even the first one and there is about a dozen on Kerbin. 

I had a lot of success on the Mun, NASA thinks we are crazy, but landing on the Mun is really easier than flying around at Kerbin :D
Mun has like 10+ anomaly points (those questions marks, thats all i care about). So there is some tech to get over there, and if you are lucky with a Jet engine tech, then Kerbin is that much easier

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