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Post by kaistern on Jan 10, 2015 0:58:28 GMT -5
Just a couple of things I noticed
1)House Javat's 2nd unlock "Javat 2" unlocks "Trade focus" which says it gives a 2% RP bonus. Not sure if this was intended, a just a typo, or actually a bug where the trade focus gives research bonus instead of trade bonus.
2)Fast reactor 2 is inferior to fast reactor 1 despite an increased cost and the investment in RP. --Reactor 1- 1ap/4mp for 2100 mass + Refuel 2/turn (build for 13 cp + $50; maint $19/turn) --Reactor 2- 1ap/3mp for 3000 mass + Refuel 2/turn (build for 16cp + $54; maint $22/turn)
ADDED:
This next one I know is as intended but...
Starport 4 is ill named. I don't know how you could make it better but for a very long time I was confused and spent a LOT of time searching for starport 2 and 3. Then for a while i just dismissed it as a bug and not abtainable. Then I read the forum and realised my mistake. One suggestion to improve this would be to unlock the ability to upgrade starport 1 to starport 2 at the same time you unlock colony module 2. I understand that right now you can skip all the way from 1 to 4 and that is how it is intended, however I think it would be less confusing to new people AND also would allow the player to slowly upgrade their starports instead of a 1250 cr 50cp jump to 4.
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Post by Cory Trese on Jan 11, 2015 2:07:37 GMT -5
Logged a ticket to fix:
Ticket #2937 4X - Bugs - Upgrade inconsistancies
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Post by Cory Trese on Jan 28, 2015 14:05:48 GMT -5
I fixed as much as I could here, including Javat.
I looked carefully at Fast Reactor 2, and believe that it is not inferior, it is an early game compromise for additional Mass. The additional 900 Mass will allow larger weapons, while giving up some speed. 3 MP fighters are very useful for defense.
I have updated the Starport tree as you suggested, making Levels 2-3 available in Space Colonization 3 and 4.
I will keep working on this -- it is a bit odd that you get Starport 2 and 3 AFTER Starport 4, but that's how it is right now for balancing reasons.
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