I hope that this is the right forum to be posting this in. I have the latest v1.4 patch and I noticed some possible errors or balance issues in the data files.
From the GCTypes file:
1. Superior Duranthium becomes available from Duranthium III tech for any civilization, even though the same tech gives Duranthium III itself. Superior Duranthium is Armor 4 and Size 5, which makes it superior not only to Duranthium III, but to all three of the following Tri-Strontium armors (Armor 3) and even the first Kanvium armor (Armor 4, Size 6). Effectively, the following four armor technologies become placeholders before you get to the next stage in armor development: Kanvium II. I believe this may be a left-over component from an earlier build.
2. Subspace Blaster is listed as Phasors7 internally and uses the phasor model, even though it comes after Disruptors III on the tech tree. Its stats are also inferior; Damage 8 and Size 6 vs Damage 8 and Size 5 for Disruptors III. This weapon seems to be rather mixed up.
3. Subspace Annihilator, which follows Subspace Blaster on the tech tree, is missing entirely, there being no weapon entry for it. Combined with the general uselessness of Subspace Blaster, this makes the two subspace technologies effectively placeholders on the path to Doom Ray.
4. Doom Ray uses the Plasma III graphics and lacks its own.
From the GCModules file:
1. Battlestations II, III and IV are supposed to increase the Starbase's armor as well as weapons, but ingame only the weapons are increased by the modules. This may be due to the fact that starbase modules can only have one ability type, so only the weapons are being applied properly and not the defenses.
2. Devastation Beam (Beam) has no tech requirement, whereas comparable modules such as the Atlas Sling (Mass) and Matter Detinators (Missile) all require high-level weapon techs in order to obtain. This is most likely an oversight.
3. The advanced versions of Subspace Blaster, Star Javelin and Ship Pounder are missing their module requirements. They should all require lower versions to be built first, just like the defenses. For example, Combat Armor III requires that Combat Armor II be in place first. These are probably oversights as well.
4. Overlord Armor, Invulnerability Bloom and Electro-Magnetic Surge all make reference to Overlord-class Battleships, which I have yet to discover in the game files. Is is leftover game text?
5. Minor typo for Ray-Shielding I to III: "prevent many types of beam weapons to get through" should be "prevent many types of beam weapons from getting through".
Hopefully someone will find the time to address these issues and make the minor alterations needed. They are admittedly not game-breaking, but I hope you will agree that they are easy to fix and will improve the overall polish of the game. Given the attention to detail that the last few patches have displayed, I thought that someone might be able to sneak these in before the next patch/expansion ships.