Beta 2B Bugs

And some observations

Ok, I saw in Cari_Elf's changelog for 2B where she mentioned she fixed warp bubbles. I thought I'd seen them available for the other races w/out researching the tech, but apparently not. I created a game as the torians to check on this and forgot to try and build a new ship on turn 1, but I did try some 10 to 15 turns in. I had normal tech on and had only researched Xeno Communications, Universal Translators, Space Liberation and the tech that gives 10 to social production. Xeno Engineering I think?

When trying to build a ship warp bubbles were not available but Battle Centers (or was it command? the one that gives a 25% weapon bonus in friendly territory) were. I'm pretty sure I hadn't researched this yet, so unless Torians start off with it, it shouldn't be there.

Oh, and this isn't a bug - just an observation: Central Mines *were* 40 turn projects (without social focus), that didn't give enough of a return in Beta 2A. In Beta 2B it looks like they were boosted as to how much production they give, plus they're only 5 turns, 4 with social focus on. Considering they are a tad more production than most race's basic factories this has turned the torians into economic quick-starters (for a few turns, until the other races had the ability to build a second factory). I'll agree central mines needed work, in 2A unless you had some kind of productivity bonus from an ethical choice upon settling the planet, it just wasn't feasible to build them until the last tile, if at all. This almost seems like a swing too far in the other direction. I'd almost suggest making them give a % bonus to overall production (kinda like power plants), except on most planets this would go back to making them not really worth it early game. Perhaps a combination of productivity plus overall bonus? This way you're not getting massive early game productivity, but you don't want to just over-write them with a better building later on.
10,147 views 22 replies
Reply #1 Top
Ok, played for a while and noticed one more bug - flipping a planet in the middle of constructing a 'one per race' like tech capital when you already have that same building does *not* clear it from the build queue. It does destroy all the buildings you can't support, which was noted as fixed in the changelog. However, since we can support the tech capitol, it stays even though we have one.
Reply #2 Top
A couple of additional tech tree issues:

1. Ion Beams don't give anything. The Ion Beams 2 and 3 techs are essentially useless. Also Disrupters only require the first Ion Beam technology.
2. It seems odd that the Korath start with Specialized Research but do not continue with Diabolical Research, etc. that the Drengin use.

A small gripe:

While I understand losing tile improvements that you don't have the techs for, it is a little bit irritating to conquer a planet with traditional factories (as drengin/korath) and lose them all when you have the techs to build later things in that line (i.e. advanced factories, manufacturing, industrial sectors). It just seems odd that the conquerers would come in and see all these slightly more primitive factories and not be able to figure out how to use them.
Reply #3 Top
The Arcean Navigation Center does not auto-upgrade to the Advanced Navigation Center. This must be done manually.

Closely related is why would you ever build the Advanced Navigation Center? Both the Navigation Center and the Advanced give 1 bonus move, but the advanced costs 2 maintenance.

Now that I look closer, its a newbie trap. Both are limited to one per planet, so building both gives +2 move total. It would certainly be more user friendly to the first time user if you could have either the basic or the advanced navigation center and the advanced gave +2 move.
Reply #4 Top
I had an occurrence when conquering a minor race planet. I captured a technology. Unfortunately, the tech was undescribed, had no name and provided me no benefit. In the dialog box stating I had captured the tech, it merely stated I had captured the "technology." Afterwards, in the trade tech dialog box, I could click on and select a blank space in my tech list and trade it or give it to alien races. No idea what it was.
Reply #5 Top
That tech is called "Scam Artistry".

drrider
Reply #6 Top
Mac3411-

That unnamed tech has been fixed as mentioned by CodeCritter in a different thread.
Reply #7 Top
One small gripe, the Torian Harvester should be replaceable or destructible. I built one on a 100% food production spot on my home world, and I didn't realize until my population had grown to 20 billion what a mistake it was. All my other planets' moral could be managed but it was too many people for that one

Anyway, it would be nice if you could destroy if you didn't really want it.

Reply #8 Top
The warp bubbles are not supposed to be available to all races. Warp bubbles are a unique Terran Alliance racial technology.
Reply #9 Top
Mac3411-

That unnamed tech has been fixed as mentioned by CodeCritter in a different thread.
End of quote


Thanks for the information. Guess that'll appear in the next version. Another couple of potential bugs I've noticed are that (a) the Stellar Forge does not appear to grant any bonus to a race that captures it from the Arceans (haven't played Arceans so don't know if they get the bonus); and (b) The Rsearch Coordination Center does not seem to be granting any bonus. My belief comes from the fact that in my current game (playing Terrans) I captured the Arcean world with the Stellar Forge, which is supposed to grant a 25% increase in hit points to any ships constructed on the planet where the forge is placed. The ships I build on that planet have the same amoung of hit points as all my other ships I am building on other worlds. Before someone wonders if the Forge is granting a civilization wide bonus, it's not. The hit points are exactly the same as they were before I captured the forge. As for the research coordinator, I had a planet with several research acadamies and subsequently discovered soil enrichment, which opened up another tile. I then constructed a Research coordinator in that tile. My total research points on that planet remained the same once the coordinator was built. All other variables were the same as well (such as spending etc). Thus, I can only conclude that these improvements are not working as advertised.
Reply #10 Top
when you get to the discovery sphere, the extra building that is supposed to grant an extra 50% does not do anything, the name excapes me now...
Reply #11 Top
Omega Research something or other.
Reply #12 Top
It appears as though many of the buildings that increase or benefit something by a percentage do not function. I've noticed that the Research Coordinator, Stellar Forge, Tech Capital, and the Omega Research Center do not appear to actually give any benefit. I haven't closely checked the Manufacturing Capital and Economic Capital yet. That being said, in my last game I captured the Carinoid world and it had two Economic Capitals constructed there. I've never seen that happen in any game.
Reply #13 Top
I upgraded a research center to a Pain Amplifier on a lab world and research points decreased. OTOH the Political Capital definitely delivers the moral boost. Not sure about the influence. Maybe it's just research percentage buffs that aren't working?
Reply #14 Top
I've noticed that a lot of the multiplier improvements don't seem to do anything. I know that the tech capital and the research coordinator don't do anything right now. Stellar forge also doesn't appear to have any effect whether you build it or capture it.

A balance issue that might come up later is the arcean weather control zenith. It is a really cool item and great for play, but I have a feeling its going to be unbalancing. One you get it you can turn even crappy lvl 5 planets into lvl 15's. I know it has some randomness to it, but the last two arcean games i've played I haven't ended up with a planet of less than 12 quality once I built that.
Reply #15 Top
I've noticed that some of the anomalies, specifically the +1% to soldering don't seem to work.
Reply #16 Top
Ok Just played my first 2B game with terrans and noticed the following early in the game.

1) Harvesters can not be decomissioned or replaced with another structure (possibly by design)

2) all warp bubble techs are available at the same time, shouldn't they be sequential

3) none of the ship components are sorting by the sub categories as they did in DA. All are listed under the first category (example rail guns listed under beam etc)
Reply #17 Top
The Galactic Guide Book does NOTHING.

I built it, but still nothing could survey but the ships I had put the survey module on.

Very depressing, especially since I couldn't deconstruct it.
Reply #18 Top
The Galactic Guide Book does NOTHING.

I built it, but still nothing could survey but the ships I had put the survey module on.

Very depressing, especially since I couldn't deconstruct it.
End of quote


That isn't a bug, or at least not a new one. You still need to put a survey module on each ship. The guide book drops the cost of the module to zero, but you still need to build the module. What irks me is that the survey module still takes space. I'd rather pay for the module and not have it take space
Reply #19 Top
1) Harvesters can not be decomissioned or replaced with another structure (possibly by design)
End of quote


I noticed this too. I think you should be able to destroy them... otherwise some planets' moral will become unmanageable as the population grows.
Reply #20 Top
some races seem to be able to research techs out of order in a recent game as the terrans(who can research warp bubbles III without I&II), the korath were able to get Disrupters and Enhanced Tri-strontium without the preceding techs; the Arceans had Force Fields and Advanced Battlestations without the preceding techs; and the Drengin had Warp drive IV without the preceding techs. this was with in the first year of the game(large, common habitable abundant everything else, normal research rate, no minors)
these are real game killers they can drastically shift power early in the game.
Reply #21 Top
see my post on the Korath AI developing Hyper Warp 3 as their first engine tech in a game I was playing. Very odd behavior since they appear to be wired correctly in the tech map.
Reply #22 Top
Two minor text "bugs" that I noted while playing as the Torians.

1: The text on the second and third power plant in that line of the tree say "now we can build (SecondTechNameHere)". I forget the tech names, and you get access to the correct buildings as far as I recall.

2: The text on the first and third (I think) portion of starbase fortification say the same thing.