View Issue Details

IDProjectCategoryLast Update
0024422AI War 2Balance IssueFeb 16, 2021 5:14 pm
ReporterZeusAlmighty Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product VersionBeta 2.734 Bugfixes 
Fixed in VersionBeta 2.741 Refining The Big One 
Summary0024422: Expatriate rework for Outguard -- Observations and Issues
DescriptionOutguard are in process of switching over to "Expatriate" tech. In my testing I've observed a few things that need to be addressed:

1) You need to own units to upgrade a given tech -- but you DON'T own outguard (a couple exceptions withstanding). This tech needs to be excluded from the normal rule, or at least be available after you hack your first outguard beacon

2) Zeus (me) isn't sure about the tech distribution. Currently, this can be purchased 5 times. I have been switching "Expatriate" for any hull tech in the relevant units tagged to be outguard. I have left the weapon tech intact. (This seems right; the Expatriate tech is seemingly meant to be analogous to the hull.) There's nothing wrong with this per se, but it adds up to 9 marks (4 weapon + 5 expatriate) -- but this of course caps at 7 in practice.

Unable to determine the science scaling for this due to the first point
TagsNo tags attached.

Activities

ZeusAlmighty

Feb 14, 2021 12:53 am

manager   ~0060526

One thing we could do is remove the weapon tech from these units altogether, and just have the units start at mark 2

Chris_McElligottPark

Feb 14, 2021 12:09 pm

administrator   ~0060527

I like the idea of making them start at mark 2, and removing weapons techs. My overall goal was to have these just have expatriate techs and nothing else.

I will have to put in an exemption for the Expatriate tech for that purchase rule, thanks for that catch!

ZeusAlmighty

Feb 14, 2021 4:52 pm

manager   ~0060530

cool, I will update the outguard accordingly

ZeusAlmighty

Feb 14, 2021 6:27 pm

manager   ~0060531

Ok, I think I got everything -- these outguard units are dispersed over 8 different files or so

Chris_McElligottPark

Feb 16, 2021 5:14 pm

administrator   ~0060547

Thanks!

* There is a new skips_rejection_if_benefits_nothing="true" tag that can be applied to techs, and which lets you upgrade them even if it seems like it benefits nothing.
** This is applied to the Expatriate and Alien hull types, particularly so that the former can benefit Outguard (who you don't control directly but still benefit from it).

Issue History

Date Modified Username Field Change
Feb 14, 2021 12:41 am ZeusAlmighty New Issue
Feb 14, 2021 12:53 am ZeusAlmighty Note Added: 0060526
Feb 14, 2021 12:53 am ZeusAlmighty Description Updated
Feb 14, 2021 12:09 pm Chris_McElligottPark Note Added: 0060527
Feb 14, 2021 4:52 pm ZeusAlmighty Note Added: 0060530
Feb 14, 2021 6:27 pm ZeusAlmighty Note Added: 0060531
Feb 16, 2021 5:14 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Feb 16, 2021 5:14 pm Chris_McElligottPark Status new => resolved
Feb 16, 2021 5:14 pm Chris_McElligottPark Resolution open => fixed
Feb 16, 2021 5:14 pm Chris_McElligottPark Fixed in Version => Beta 2.741 Refining The Big One
Feb 16, 2021 5:14 pm Chris_McElligottPark Note Added: 0060547