Question-is miniturization ever going to be fixed?

A while back a moderator said miniturization would be fixed. He said the component size would stay the same but the mini techs would increase the space on each ship. I was lead to beleive that would be in effect in the 1.31 version, but it is not. The same components take up more space on a large hull than a small hull. So are we going to have to wait for the expansion pack for that to get fixed or do I just have something wrong with my copy of the game?
2,936 views 7 replies
Reply #1 Top
Parts are bigger on bigger hulls, that's part of the design (sizemods).

The problem was that the sizemods were based on the final hull size so researching miniaturization increased the size of your parts. As of 1.3, sizemods work from the base hull size instead. So if part A is size X on a hull with 0% miniaturization, it'll always be size X even at 75% miniaturization. But it may still be size Y on a different class of hull (but it will *always* be Y on that hull).

Example:

Under pre-1.3, a cargo ship would have 60 space without mini. So a part of size 3 with a 5% sizemod would take up 6 space.
If you then got up to 70% mini, that cargo ship would have 102 space. However, the part would have grown due to the sizemod being based on that 102 value, and the part would now require 8 space.

Under 1.3, sizemods would ignore your mini ability and just see that the hull has base 60 space. So the part would always take up 6 space on that hull, no matter how much mini ability you have.

Because of this, miniaturization is now far more powerful (as it should be). In fact the Yor bonus was nerfed from 25% down to 20% just because it really does let them fit 20% more parts on their ships now.
Reply #2 Top
The same components take up more space on a large hull than a small hull

Miniaturization *is* fixed in v1.31. Components do take up more space on a larger hull than they do on a smaller hull. They're supposed to, that's what the sizemod parameter is for. The bug was that you could increase your miniaturization and have the same component become larger on the same hull size. That's because the sizemod parameter was applied to the effective hull size. Effective hull size is increased by miniaturization. You could actually have a situation where the identical components wouldn't fit on the same hull after a miniaturization improvement because of rounding the size to the next highest integer. In v1.31 sizemod is applied to the base hull size and beside fixing the miniaturization bug you can now get a *lot* more components on a hull than in v1.2. This is good when you do it, not so good when the AI comes at you with a 300 attack/200 defense medium hull ship.

[edit]
Opps. Kryo's post wasn't there when I first saw this. Don't think I contradicted him though. Just "me too".
[/edit]
Reply #3 Top
I wonder if the scientists who work on the miniaturization projects feel like they're being micromanaged?
Reply #4 Top
Thanks for helping me to understand
Reply #5 Top
For all the things I don't like about 1.3, I loooove the way miniaturization works now. Lots of fun making those massive ships.

Reply #6 Top
It's worth mentioning that you can 'fix' the problem yourself by changing the sizemods of every component to 0 in gc2types.xml. It makes a big change to the game, though, so you might not like it as much as you think.
Reply #7 Top
Miniaturization *is* fixed in v1.31.


Yes it is. Thats all you have to say. People don't notice because they don't get all the way down the tech tree to see the changes.

For all the things I don't like about 1.3, I loooove the way miniaturization works now. Lots of fun making those massive ships.


I agree.