View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0016376 | Stars Beyond Reach | Bug - Gameplay | Apr 25, 2015 3:25 am | Jun 8, 2015 8:39 pm | |
Reporter | GarathJJ | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.803 | ||||
Fixed in Version | 0.890 (Overhaul to Territories) | ||||
Summary | 0016376: Sometimes techs cost 0 | ||||
Description | In the attached save, on turn all of 6 with two techs researched, the tech Architect Aestheticism, which should cost 380 beakers, suddenly costs 0. I have seen this happen before, with different techs. Usually it seems to be one I've just uncovered, but I'm not certain on that since I don't tend to study the tech tree very hard on a turn-by-turn basis. | ||||
Tags | No tags attached. | ||||
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This actually is a feature, not a bug. Depending on what race you are playing as, you get three different free techs. I need to make this clear what is happening on the interface of course, which is the tricky part. Ideas? |
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perhaps when/if you add toltips for the races in racial selection outline the fact that you get the 3 different free techs?/ |
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Add code that checks the price of the tech. If it is 0 prior to applying any points, replace the cost with "FREE for you" or something. Alternatively, instead of a complete coupon for 3 techs, give races a smaller reduction to the cost of a larger number of technologies. At some point in time, I'm guessing that individual technology trees will be viable, in which case races can just start knowing various technologies. This would also differentiate the races more. |
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ohhhhhh I would absolutely love that but I get the feeling it would be a stupid amount of work for Chris and cronies having to come up with unique techs for each race then making sure their balanced properly and then making sure there actual interesting and so on and so on. |
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That's what the social progress stuff is about, is having those be unique by race (not every thing is unique, but the mix very much is and there are a couple of unique ones by race). As for the FREE techs in this case, I don't want the races to have them from the start (I thought about that initially) because it both increases initial player complexity for first-timers (one concern) and because it also then really borks a lot of the tech tree mechanics and potentially the progression. Having it be free as an incentive to get to a certain part of the tree faster than usual is something I thought was actually pretty cool instead. |
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For 0.877: * Now the racial "free" techs just say "FREE" for their cost on the tech tree nodes, rather than 0. Thanks :) |
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>perhaps when/if you add toltips for the races in racial selection outline the fact that you get the 3 different free techs?/ Could you implement this as well ? Stating why it's free is sometime free is something I wondered too. "Free (Skylaxian Racial bonus)" would also remind the player that he's playing different races. If too big, maybe stating it in the explanation text could do the trick ? |
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Good point! |
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For 0.878: * The tooltip on tech tree nodes now includes a note saying “Free Skylaxian racial bonus tech” (or whatever race you're playing) for the free techs. Thanks :) |
Date Modified | Username | Field | Change |
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Apr 25, 2015 3:25 am | GarathJJ | New Issue | |
Apr 25, 2015 3:25 am | GarathJJ | File Added: architect aestheticism 0 cost.save | |
Apr 25, 2015 9:16 am | Chris_McElligottPark | Note Added: 0040209 | |
Apr 25, 2015 9:16 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 25, 2015 9:16 am | Chris_McElligottPark | Status | new => acknowledged |
Apr 25, 2015 10:24 am | crazyroosterman | Note Added: 0040210 | |
Apr 25, 2015 10:39 am | ptarth | Note Added: 0040211 | |
Apr 26, 2015 5:55 pm | ptarth | Note Edited: 0040211 | |
Apr 26, 2015 5:56 pm | ptarth | Note Edited: 0040211 | |
May 27, 2015 1:10 pm | Chris_McElligottPark | Status | acknowledged => assigned |
May 27, 2015 2:01 pm | crazyroosterman | Note Added: 0041284 | |
May 27, 2015 2:04 pm | Chris_McElligottPark | Note Added: 0041285 | |
Jun 6, 2015 9:16 pm | keith.lamothe | Note Added: 0041943 | |
Jun 6, 2015 9:16 pm | keith.lamothe | Status | assigned => resolved |
Jun 6, 2015 9:16 pm | keith.lamothe | Fixed in Version | => 0.877 (Citybuilding Smoothness) |
Jun 6, 2015 9:16 pm | keith.lamothe | Resolution | open => fixed |
Jun 7, 2015 2:46 am | kasnavada | Note Added: 0041956 | |
Jun 8, 2015 9:41 am | Chris_McElligottPark | Assigned To | Chris_McElligottPark => keith.lamothe |
Jun 8, 2015 9:41 am | Chris_McElligottPark | Status | resolved => assigned |
Jun 8, 2015 9:41 am | Chris_McElligottPark | Note Added: 0042053 | |
Jun 8, 2015 8:39 pm | keith.lamothe | Note Added: 0042106 | |
Jun 8, 2015 8:39 pm | keith.lamothe | Status | assigned => resolved |
Jun 8, 2015 8:39 pm | keith.lamothe | Fixed in Version | 0.877 (Citybuilding Smoothness) => 0.890 (Overhaul to Territories) |