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IDProjectCategoryLast Update
0016376Stars Beyond ReachBug - GameplayJun 8, 2015 8:39 pm
ReporterGarathJJ Assigned Tokeith.lamothe  
Severityminor 
Status resolvedResolutionfixed 
Product Version0.803 
Fixed in Version0.890 (Overhaul to Territories) 
Summary0016376: Sometimes techs cost 0
DescriptionIn 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.
TagsNo tags attached.

Activities

GarathJJ

Apr 25, 2015 3:25 am

reporter  

Chris_McElligottPark

Apr 25, 2015 9:16 am

administrator   ~0040209

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?

crazyroosterman

Apr 25, 2015 10:24 am

reporter   ~0040210

perhaps when/if you add toltips for the races in racial selection outline the fact that you get the 3 different free techs?/

ptarth

Apr 25, 2015 10:39 am

reporter   ~0040211

Last edited: Apr 26, 2015 5:56 pm

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.

crazyroosterman

May 27, 2015 2:01 pm

reporter   ~0041284

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.

Chris_McElligottPark

May 27, 2015 2:04 pm

administrator   ~0041285

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.

keith.lamothe

Jun 6, 2015 9:16 pm

administrator   ~0041943

For 0.877:

* Now the racial "free" techs just say "FREE" for their cost on the tech tree nodes, rather than 0.

Thanks :)

kasnavada

Jun 7, 2015 2:46 am

reporter   ~0041956

>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 ?

Chris_McElligottPark

Jun 8, 2015 9:41 am

administrator   ~0042053

Good point!

keith.lamothe

Jun 8, 2015 8:39 pm

administrator   ~0042106

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 :)

Issue History

Date Modified Username Field Change
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)