Please be a little more explicit. If an asteroid mine level 2 is delivering 4 points, does building an QPP increase that or not? Do other PPs have a similar effect?
All production-enhancing buildings do work/ get calculated the exact same way, so yes on both counts of your questions.
Any bonus from Asteroids will see a magnification of powerplants or racial MP/SP or SB support bonuses. However, this may not always visible because the game truncates results heavily and alot of Asteroid Bases are too distant from planets to give alot of base bonuses. Especially in the beginning when these bases raw output is still very low so oftentimes only +1 PP arrives at a planet and that may stay +1 appearing AS IF no magnification did happen.
Actually you can deduce that from the planetary 'Summary'-infobox how much raw asteroid base production of each mine arrives at the planet, below the industrial-enhancing bonuses are also listed together.
Has no one noticed that the descriptions of the techs Interstellar Refining and Molecular Fabrication are reversed? Apparently it has been that way forever. (Description of the improvements are correct.)
Hmm I just checked on the vanilla game + the last 6.1.2 and they all are fine. But I remember they've been off at some point, so it may be I 've changed them for 6.1.3.
Game: Immense; Suicidal; Slow tech; Drengin vs. Korx and Alt AIPs; 8 minors.
Weirdness:
All the AIPs start out researching defense. The majors do finally got around to weapons, but seem to want to do anything but. Later, Alt and Korx did do a mediocre job on the Gun branch (and see below), never getting past Tier2. Minors never did any weapons research.
Altarian has done an excellent job of countering my weapons development with defenses (after his initial and non-reactive plunge into Armor), researched Barriers to counter my Beams, and now has jumped over to start the Missile branch where I have no defense. This is how (at least some of) the AIPs should act. Has anything been done to alter the AI behavior? We should look into it if so. (Alt would be a truly worthy opponent if I didn't have half a dozen red jewels - luck of the draw.)
Sensor branch is too freekin' expensive. Yes I want Eyes, but the improvement itself costs a fortune to build and the AIPs will never build it, so why penalize the player even more to get a capability analogous to the one that the AIPs already have?
Somehow I received about 100 Arnorian ships in my home sector while I wasn't looking. No idea why. Figured it out.
Where the heck is Gravity Accelerators? I don't find it in any of the three major tech trees. For that matter, I don't find a morale branch, either. No ZGAs or VRMs any more?
The Food bonus tiles are back and, predictably, are causing havoc on some planets. 300% tile should go away again.
Stellar Marines do not appear as an Invasion Tactic. [Intentional]
The single planet speed bonus of Hyperion Shipyard is not worth much to me. Until quite late when single Massive ships carry enough firepower to fly alone, all my ships go into fleets where a speed bonus is lost.
Hyperion Re-supply gives quite a small bonus to short-legged ships. Next time I might just ignore it.
Hyperion Logistics yields 6 whole points?? (Down from vanilla 24.) A waste of 800 cost! What is this, a movement to nerf all the Galactic Achievements?
Divergent Evolution isn't awesome enough, you have to add a 10% Industry bonus?? Bogus.
Terror Stars are at the end of a long and WAY expensive Military Starbase branch that no one will ever build. It's like someone is dedicated to eliminate Terror Stars but can't sell it to the hoi-poloi.
A Plague event occurred in late 2229(?). Both Altarian and Korx took a hit (I passed out my cure to all the minors). Altarian, for some reason, never recovered. He just never resumed the parabolic(?) arc of normal population growth. Maybe the limiters kicked in? Many of his worlds in 2231 still have only 3-4B pop. Something isn't right.
Was the halving of potential fleet sizes intentional? Max Logisitics is about 70 now. In 2.20 it is over 130. (BTW, capturing a second Hyperion Shrinker does add its 15%.)
Some ship designs are dependent on inapplicable technology. For instance, I designed several ships in past games that do not use Amplified Weapons [sic] tech, but I can't build them in later games until I research it -- a pointless requirement.
Manufacturing Capitol bonus is 33%. Isn't that a rather large reduction from vanilla (100%)?
Tech Capitol has been cut down from 100% to 50%. Drengin have no similar boost.
Soldiering bonues are way unbalanced. Of the three races I've looked at, max researched Soldiering is: Drengin 120%, Terran 65%, Thalan 50%. Not even close.
All four of the Drengin improvements that have manufacturing bonuses also have negative Pop Growth bonuses. Was this discussed? It will have to be put into the descriptions. Is this perhaps a compensation for the high Soldiering bonuses? Might be okay.
Odd too, that Korath improvements that function by killing the workers do not take a Pop Growth hit. Instead they add Morale bonuses? WTF?
Hyperion Propulsion depends on Neutral alignment ... why? And whether or not there's is a good reason, something should be said in the tech description.
The justification for the non-tradable and non-stealable nature of Iconian Interstellar Refining and Molecular Fabrication techs is that the Iconians themselves don't understand them. Perfectly reasonable. Yet the description of Industrial Replication says explicitly that it is the first manufacturing tech that the Iconians do fully understand. I can see making these non-tradable, but shouldn't they be stealable?
Distributed Energy Matrix is not nearly the "most expensive project in the universe" that it claims be, and provides only 50% local bonus.
Many of the Atlas and GA projects allow the placement of agents, but has anyone tested to see if the agents actually do anything? E.g. an agent on Hyperion Logistics actually immobilizes or decomposes fleets that violate the limit, or prevents the formation of fleets that it would permit?
More later.
Korx and Altarian are AIPs that research alot of defenses, and they will split their weapons-research apart and research multiple branches at the same time. Those AIPs are sort of reactory to what others do and try to follow them. (very crudely described now
)
Drengin shouldn't do that - so the question is if they showed the same pattern?
I'm gonna revert Sensors to its old values and give it an additional balance-pass to size-mod and size but I currently have very little time on my hands so hold on for 3-4 days and it'll be up.
All other stuff you've been working on + the files you did send me will be integrated as well, but I'm not able to write a changelog on those since I don't know precisely what phrases you did change.
BTW we can't alter AIP behaviour. We can only accomodate the techtree so the AI can use it better but lots of things that are still flawed in some of the AIP can't have a workaround. We've got to accept some of their weaknesses otherwise we'd have to throw 2 from 4 AIPs over board which would greatly negatively impact the replayability-factor.
If you're having a game where a sole +300% bonustile caused havoc the one AI send me the savefile and I'll have a look into it.
I agree the single-speed bonus from the HypShipyard is rather lackluster but I heard voices in my mods-thread where someone does actually value such a bonus rather highly^^ so I don't know whta to do here? Any suggestions?
The Hyperion Logistics-building has been turned into a SA which means you now every civ can have its own = if you play a successful warfighting game and conquer enemy worlds you will collect those and your logistics will rise accordingly, so a only +6 may become +60 against max enemies^^
The +10% industry bonus on the Biosphere Modulator was there in vanilla, too. I think it's there to distinguish it from the Arceans Weather Control which also adds 3 new tiles to a planet. I agree it looks a bit out of place. Perhaps another bonus would be more fitting?
The problem with Terror Stars is that the AI can't use them and you can't have them somewhere early otherwise the AI is going to research them very early thereby greatly handicapping itself with spending RP into something completely unuseful. It's even more worse a Terror Stars can become eligible to completely break a game to the point where it will 100% crash and no reload will help you (ie. if you gift an AI an TerrorStar). Locking the tech far away seems a good solution to prevent that gamebreaking bug from happening, at least, in many games.
GravAccelerators will come back to a tech which all can access, do you have any particular tech in mind?
I've doubled the HypRe-Supply bonus for now (from 25 to 50 = 10 tiles, upward from 4 (.05 doesn't work on Range).
Halfing fleet-size was fully intentional to keep ALL the mods which are stored in the Galactic Library compatible. The library isn't working anymore so there's no chance of any of the authors to do that on their own.
Some ship designs are dependent on inapplicable technology. For instance, I designed several ships in past games that do not use Amplified Weapons [sic] tech, but I can't build them in later games until I research it -- a pointless requirement.
The best way to deal with these kinds of "problems" is simply delete all data stored in your MyGames/TwilightofArnor-folder from one version of the game to another. There's nothing we can do to mod in backward compatibility
ManuCapital bonus is up to 50% in the coming version, but I've deleted the +10% economic bonus for now. It did attract too many spies on that improvement.
Drengin/Korath do get alot of production-enhancing buildings instead of research enhancing. Gaunathor did a rework on most of these buildings and I think he did a good job. However, if you think they lack too much in research we could tweak something here and there, that would be easy to increment a small researchbonus somewhere (especially since their research is "pain-based"
)
The Drengin/Korath industry lines may need their descriptions changed.
Spies do work, haven't confirmed this on any existing improvement that there is, but on enough to be nearly sure. Just test it out if you've got doubts on some exotic building...
On your testgame - I'd say the Altarians simply never got the Cure researched? Or had to jack up taxes so high afterwards their pop was in the red region and not growing. Donno... anywqay for the sake of testgames I would turn MegaEvents off... their implementation is intended to temporarily unbalance the map but what you're trying to behold is the game in neutral balanced state
BTW I'd like to get feedback on the increased buildcosts of most improvements - do you see the AI suffering here, esp. AIP11, if they've got "never-finishing"-buildqueues at his planets?
And, what you think about the current state-of-affairs in TECHTRADEING? Too difficult? Too sloppy/exploitbably? Too less techs available? Anything....