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Post by Guest on Jun 29, 2014 19:56:36 GMT -5
There are two upgrades to the torpedo action (Torpedo Strike), but they are both named Torpedo Spread.
I found this out when building a ship that used both: the first one is 3 range, +4 dmg, +3 hs attack, 10 w-f, while the second one is 6 range, +8 dmg, +3 hs attack, 3 w-f, which completely outclasses and makes the first one obsolete. Intentional, or supposed to have higher w-f consumption?
I've tried some testing with the Trained Crew auxiliary upgrade, which says +8 max W-F. It does not change max w-f, it does not decrease w-f consumption for moving, it does not decrease w-f consumption for actions, and it does not increase how quickly w-f is refueled. Am I still missing something it does with w-f? The only thing it does do is allow exploration. I haven't tested the efficient bridge yet, but I'm thinking there might be something missing from that as well. I have not gotten to try out the structure ship upgrades yet.
If you equip an auxiliary upgrade that allows some specialist training, add that training, then you can go back and remove the auxiliary upgrade and still keep its specialist action. Similarly, although equipping two auxiliary upgrades will disallow Sector Scan from being used as a specialist training (don't know if that is intentional, and it looks like you can still use scan as a primary or secondary action), you can put scan on and go back and add on auxiliary upgrades.
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Post by Guest on Jun 29, 2014 20:01:35 GMT -5
I meant +4 hs attack for the second Torpedo Spread
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Post by Cory Trese on Jun 30, 2014 0:10:14 GMT -5
Thanks for the feedback, I'll investigate under 4X Ticket #2502
What platform and game version are you testing on?
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Post by Cory Trese on Jun 30, 2014 1:22:13 GMT -5
I've fixed "Torpedo Spread 2" to include correct W-F and range matched the weapons.
I'm seeing a bug in the designer where it doesn't show the W-F or Hull bonus in the listing until the ship is built.
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Post by squee on Jun 30, 2014 10:44:43 GMT -5
Finally got an account. I'm on 1.1.17, LG Verizon G2, Android 4.4.2
I'm going to miss having that 6-range attack. Not sure if this is a problem, but Sector Scan range is not limited to a circle like ranged attacks, but is the whole square around the ship, including the far corners.
I can confirm that there is no difference in Hull or W-F between my ships that were built with and without the crew upgrade. This might apply to other ship upgrades as well.
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Post by Cory Trese on Jun 30, 2014 12:10:27 GMT -5
I'll see if there is anything I can do fix that device or figure out why you're not seeing the same thing as other players / my test devices regarding built ships.
I definitely see a bug in the ship designer, but on built ships I'm seeing all the upgrades functioning correctly.
Either way, it is a bit disconcerting to see differences between the design and the constructed ship, so I have fixed it.
Welcome to the forum and thank you for the excellent reports.
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Post by Brutus Aurelius on Jun 30, 2014 12:57:46 GMT -5
Wait, Torpedo Spread 2 is going to be reduced to 3 range? Why not just give the Xeno a 6 range Missile Ship to balance it out?
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Post by Cory Trese on Jun 30, 2014 15:52:02 GMT -5
Wait, Torpedo Spread 2 is going to be reduced to 3 range? Why not just give the Xeno a 6 range Missile Ship to balance it out? Later. TS 2 was accidentally using the range from TS 6.
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Post by Cory Trese on Jun 30, 2014 16:24:22 GMT -5
Found and fixed all bugs here.
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Post by squee on Jun 30, 2014 16:59:39 GMT -5
Thanks so much~
Do you know if the change for ship part upgrades will affect existing ships? If you don't know, no biggie if you're too busy to figure out, I can just check after the update and I do have the money to replace my fleet in my current, first successful game.
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Post by phantombudgie on Jun 30, 2014 18:02:13 GMT -5
Wait, Torpedo Spread 2 is going to be reduced to 3 range? Why not just give the Xeno a 6 range Missile Ship to balance it out? Later. TS 2 was accidentally using the range from TS 6. TS6!? I'm going to need to increase RP a lot more. Those torpedoes were the best! Sent from my GT-I9300 using proboards
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Post by Brutus Aurelius on Jun 30, 2014 19:12:58 GMT -5
I know! Part of my strategy was to have a couple sniper ships guarding the rear of my fleet and the transport ships!
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Post by Cory Trese on Jul 1, 2014 11:07:11 GMT -5
I know! Part of my strategy was to have a couple sniper ships guarding the rear of my fleet and the transport ships! Sorry about that, didn't mean to give anyone an unfair advantage. Wish I hadn't released the bug, but it got out and had to be fixed.
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Post by Cory Trese on Jul 1, 2014 11:07:51 GMT -5
Thanks so much~ Do you know if the change for ship part upgrades will affect existing ships? If you don't know, no biggie if you're too busy to figure out, I can just check after the update and I do have the money to replace my fleet in my current, first successful game. They should immediately start, although the ships will be built with slightly under maximum WF and Hull. If you update the designs, they'll be built to 100% instead of needing to repair and refuel immediately.
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Post by Deleted on Jul 4, 2014 12:12:07 GMT -5
I liked the 6 range torpedo attack alot. Although I agree that the wc for the 6 range attack was too small, I would prefer a 6 range attack be available no matter the wc and bonuses (even with no dmg and atk bonuses).
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