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IDProjectCategoryLast Update
0022227AI War 2Bug - GameplayOct 27, 2021 7:53 pm
ReporterPeter Ebbesen Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Product Version1.009 Hotfix 
Summary0022227: Command station attachments don't gain marks from category tech; They should (and do from direct science leveling)
DescriptionIf you invest tech in an individual command station its mark increases and the marks of all its attachments do so as well.
If you invest tech in a Command: <military, economic, logistical> tech the marks of all these stations increase but the marks of their attachments do not. All they get is increased energy, metals, hull, and shields.

In both cases the station itself increases by one mark and there's nothing in the interface to suggest why the one way of increasing the station's mark should have a different effect on the station from the other.

Apart from this annoying inconsistency, there's a direct gameplay impact in general in making investing science in Command: Military and Command: Logistical stations really unattractive in general (Economic at least has the saving grace of significantly increased energy and metal income) and on high-AIP games in particular since it caps station turrets at mk 5 without direct investment.
TagsNo tags attached.

Activities

BadgerBadger

Nov 17, 2019 10:52 am

manager   ~0054604

What do you mean by "attatchment"?

Peter Ebbesen

Nov 17, 2019 5:34 pm

reporter   ~0054616

I formulated myself poorly, perhaps. Attached to/member of the fleet command that the command station is part of is what I guess is the right nomenclature based on planets=fleets would.

So turrets, minefields, units that are at the command station's planet and listed in its elements, but not turrets, minefields, units that are present on the same planet but part of another fleet (a battlestation, proper mobile fleet, or whatever)

Look at the following 3 screenshots of the Nikea military command station:

Nikea_mk_1 screenshot:
Station without any science investment; attachments/elements/fleet members are affected only by techs that directly modify them (disruptor 1, splash 2, engineering 1, forcefields 1, fusion 4, heavy hulls 1)

Nikea_mk_2_1000_direct_investment screenshot:
The station is mark 2 and the marks of all attachments/elements/fleet members are increased by 1, a huge upgrade in planetary defenses.

Nikea_mk_2_4000_invested_in_military_command screenshot:
The station is mark 2 and the marks of all attachments/elements/fleet members are the same as Nikea_mk_1

I can sort of see how the current system may have appeared to make sense when command stations were capable of leveling through experience, as the marks for e.g. turrets would be the turret weapon tech + fleet level, so they could reach mk. 7 eventually, but right now they are capped at 5 (and that requires paying for 4/4 in the relevant weapons teach) and to get mk. 7 turrets in a single location you need to do not only that but also invest twice the amount of science the planet generates to raise the fleet level by +2.

(I have a hard time seeing how investing in military command stations would ever be worth it either back when EXP was relevant for them or now until such time as a player has all the weapons and hull techs he could possibly use, since the command station itself only gets minor upgrades - but that's another balance issue entirely. Perhaps the tech is intended as a trap for the unwary or only to be used by those trying to paint the map their colour who have more science than they can otherwise spend. Look at a mk.1 station vs a mk.2 and ask yourself, is that worth 25000 science?)
nikeah_mk_1.jpg (398,896 bytes)

RocketAssistedPuffin

Nov 17, 2019 7:27 pm

reporter   ~0054619

"I can sort of see how the current system may have appeared to make sense when command stations were capable of leveling through experience, as the marks for e.g. turrets would be the turret weapon tech + fleet level, so they could reach mk. 7 eventually, but right now they are capped at 5 (and that requires paying for 4/4 in the relevant weapons teach) and to get mk. 7 turrets in a single location you need to do not only that but also invest twice the amount of science the planet generates to raise the fleet level by +2."

Turrets have never gained marks from their Fleet level. Probably just add a Turret Hull Tech on. Command Techs haven't been looked at much.

The report itself - this is Chris' area only. If I remember, this was intended as a local candy tech thing. I would imagine having this changed such, would interfere/negate the intention. The same for the Battlestation report.

More data here: https://wiki.arcengames.com/index.php?title=AI_War_2:_Pre-And-Post_Launch_Polish#Custom_Fleet_Revisions

Chris_McElligottPark

Oct 27, 2021 7:53 pm

administrator   ~0063015

This is a really old report, and things are a lot clearer in the interface now, but this is indeed working as intended. Thank you!

Issue History

Date Modified Username Field Change
Nov 17, 2019 9:43 am Peter Ebbesen New Issue
Nov 17, 2019 10:52 am BadgerBadger Note Added: 0054604
Nov 17, 2019 5:34 pm Peter Ebbesen File Added: nikeah_mk_1.jpg
Nov 17, 2019 5:34 pm Peter Ebbesen File Added: nikeah_mk_2_1000_direct_investment.jpg
Nov 17, 2019 5:34 pm Peter Ebbesen File Added: nikeah_mk2_4000_invested_in_military_command.jpg
Nov 17, 2019 5:34 pm Peter Ebbesen Note Added: 0054616
Nov 17, 2019 7:27 pm RocketAssistedPuffin Note Added: 0054619
Oct 27, 2021 7:53 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 27, 2021 7:53 pm Chris_McElligottPark Status new => closed
Oct 27, 2021 7:53 pm Chris_McElligottPark Resolution open => no change required
Oct 27, 2021 7:53 pm Chris_McElligottPark Note Added: 0063015