BTAxis -> Miscellaneous bugs and non-working things (3/11/2014 10:56:02 PM)
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In my recent games of Shadows (1.9.0.13) I've come across a bunch of stuff that doesn't work or behaves strangely. I'm not a regular to these forums so maybe I'm reiterating known issues. If so, apologies. Here we go: Devastator Pulse: I got access to the Devastator Pulse from an event, so I designed a defense base that uses it. Later on one such a base was attacked by a group of pirates. The DP did fire, but it only ever damaged (well, instakilled) one ship at a time, despite being an area of effect weapon. The DP also didn't seem to draw any energy when it fired. I'm not sure if this is a problem with area of effect weapons in general, or just the DP. Tax rate changes: The tax rate, when managed by the AI or via the context menu seems to be hard capped at 50%. If the tax rate is above 50% and one tries to change the tax rate up or down via the context menu, it will be set to 50%. A small thing, I know, I bet nobody uses that menu anyway, but still. There's no reason why 50% should be the maximum; I've seen inhabitants on colonies with very high development levels who were quite content to pay 100% tax. Gravity Well Generator: This thing just plain doesn't do what it says on the tin. It claims to "pull ships out of hyperspace", but it only does so if the ships in question are trying to attack the ship of base that contains the GWG. In all other cases, the GWG effectively does nothing. It also doesn't stop ships from hypering away, so it's actually LESS useful than a normal HyperDeny component. Troop automation settings: The "never build troops until colony population reaches" box is capped at 10B. This seems odd, as colonies can easily grow larger than 10B. I'd like to set this to something prohibitively high so the only troops auto-built are the minimum number set by the second option. Queue station button: At times, the queue buttons for building mining (etc) stations are greyed out with the tooltip "NOT ENOUGH MONEY". I invariably have more than enough money. Unfortunately I haven't been able to determine what conditions cause this behavior, but there's something wonky with that logic. Static energy for labs: Labs draw static energy, but they always work, even if that energy is not provided. A research base that provides no energy to its labs will work just as well as one that does. The same goes for recreation and medical centers. A base that contains only these two components with all the rest unbuilt will provide the happiness bonuses as normal. Apparently, scientists don't mind researching in the cold and dark, and doctors are okay with operating in a hard vacuum. Below some AI related observations: Some ship types always auto-refuel: This is true for exploration ships and troop transports. Even if the ship is under manual control, it will cancel its orders and go get fuel if the nearest refueling point is out of its action radius. This is not cool. Manual control means manual control. When I give manual orders to a ship, the ship should *NEVER* override those orders with something I didn't ask for. If I want it to think for itself I'll automate it, otherwise it should do what I say. Freighters transport tiny amounts of fuel: In one game on a clusters map I noticed that my new colony, which was in a distant cluster, was constantly out of fuel. The reason for this is that the freighters trying to supply it with fuel only brought it in quantities of 200 or so (out of a 10K+ capacity), which usually was not enough to cover the fuel cost of the freighter bringing the fuel in the first place. I think it's because freighters try to satisfy urgent demands as quickly as they can, but especially in the case of caslon and hydrogen, quantity matters more than speed of delivery. Also, medium and large freighters should probably not try to satisfy urgent demands at all, but rather focus on shifting goods from producers to space ports and in bulk between colonies (respectively). Intelligence agents: When I had my agents automated, I noticed two out of three agents were constantly going off on missions, even though I had set the proportion of agents dedicated to counterintelligence to 60%. Rounding issue? Whew! I think that's about it. Bit of a list, but fortunately most of it is minor. The important ones for me are the GWG and auto-refuel issues though, I hope these can be addressed in future updates.
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