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IDProjectCategoryLast Update
0027094AI War 2GUIApr 25, 2022 10:22 pm
ReporterLord Of Nothing Assigned To 
Severityminor 
Status acknowledgedResolutionopen 
Product Version5.000 End Of An Era 
Summary0027094: Necromancer UI Issues.
DescriptionI thought I'd keep these separate to my other UI issues thread. All tooltips are on detailed mode.

The first line of the guard posts tip is missing the word are, I think.

The tooltip description for the skeleton warrior home incorrectly states warriors are midranged, they are melee units.

The necro overview tip's sixth paragraph says necromancer when it means necromancy.

The Templar lore journal is missing it's closing full stop.

The beginner tips entries "Build Necropolises" and "Unused Hexes" are using a different plural form of necropolis to the tips and journals.

The Necromancer get's the same "Spend science to strengthen your forces" beginner tip as the humans, but it's additional text is meanless for them as it references human empire technologies.
Sorry for being so pedantic, but if necro is intended as a good place for new players then confusion here is not ideal.

The catacomb and effigy use the singular version of the names of the unit they grant in the line "If the facility is destroyed, the extra #unitname# will also be destroyed." , despite granting more than one of the unit. The others of this type use plurals correctly when appropriate.

The description of the Igor is missing it's closing full stop.

Very minor: The Journal for amplifiers states that you must take the planet and then hack the amplifier, but the description of the amplifiers has this in the opposite order, it might be an idea to change the latter around?

The description of the Mummy amplifier uses the wrong plural of Mummy the second time - the description block correctly references mummies, but it also has the line: "If a mummy would be created for the fleet bolstered by this city, it will create two mummies an additional 15% of the time."
Also, that should probably read either amplifier or necropolis, not city, and the same is true for the others. (I know the literal meaning of the word polis, but it still feels wrong.)

The tooltip description of the hacks to claim amplifiers all fail to capitalise the name of the amplifier in question, and lack the closing full stop.

This isn't really a UI issue, but I include it here as it's only practical effect is to clog the owned ships list: When you start the game as a necromancer, the metal extractors on your home planet are all claimed even though the necromancer doesn't use metal.

The Totems Tip, third paragraph: Necropoleis is misspelt here, and should be the singular form anyway.

The tooltip for the science resource is the same as for human empires, which is incorrect information for a necromancer.

The preview of the stats when transforming a necro flagship via a hack gives the stats for a Mk1 version, not the mark the flagship is at the time, making it harder to compare stats here.
TagsNo tags attached.

Activities

ptarth

Apr 24, 2022 5:04 pm

reporter   ~0066396

I'll take a stab at these.

BadgerBadger

Apr 24, 2022 5:53 pm

manager   ~0066405

Ptarth is gonna look at this, but I can't assign the ticket to them

ptarth

Apr 24, 2022 5:55 pm

reporter   ~0066406

Remaining issues:
This isn't really a UI issue, but I include it here as it's only practical effect is to clog the owned ships list: When you start the game as a necromancer, the metal extractors on your home planet are all claimed even though the necromancer doesn't use metal.

The Necromancer get's the same "Spend science to strengthen your forces" beginner tip as the humans, but it's additional text is meanless for them as it references human empire technologies.
Sorry for being so pedantic, but if necro is intended as a good place for new players then confusion here is not ideal.

The tooltip for the science resource is the same as for human empires, which is incorrect information for a necromancer.

The description of the Mummy amplifier uses the wrong plural of Mummy the second time - the description block correctly references mummies, but it also has the line: "If a mummy would be created for the fleet bolstered by this city, it will create two mummies an additional 15% of the time."
Also, that should probably read either amplifier or necropolis, not city, and the same is true for the others. (I know the literal meaning of the word polis, but it still feels wrong.)

The preview of the stats when transforming a necro flagship via a hack gives the stats for a Mk1 version, not the mark the flagship is at the time, making it harder to compare stats here.

ptarth

Apr 24, 2022 5:59 pm

reporter   ~0066408

Last edited: Apr 24, 2022 6:16 pm

The rest are resolved in commit-17628

BadgerBadger

Apr 24, 2022 6:04 pm

manager   ~0066410

You linked to an SBR ticket?

ptarth

Apr 24, 2022 6:16 pm

reporter   ~0066412

mantis autotranslation issue. It is commit 17628 not the ticket of the same number.

Lord Of Nothing

Apr 24, 2022 11:15 pm

reporter   ~0066418

I have new ones. Placed here to for clarity of which have been fixed:
First, a small one: If the amplifier on a planet is hacked before you've taken the planet, it seems to work okay (at least, the UI says it's applied to the fleet), but it is not attached to the fleet of the necropolis on the planet. Seems cosmetic.

Here's the slightly bigger one: The tech screen's strength estimates appear to be somewhat strange.
To give an example, in the attached save "Tech estimates".
Tech Skeletons: The strength estimate listed on the button is 1. But if you look at the detailed breakdown the different between the before and after values of the Skeleton unit is 6. Just the Weak skeletons are 1.4.
Tech Skeleton Warrior: The strength estimate listed is 10. The actual total change adding up the differences for the lines listed here is about 23.
Tech Skeleton Archer: The strength estimate listed is 7. The actual total change adding up the differences for the lines listed here is about 17.
Tech Wight: The strength estimate listed is 6. The actual change is 10, and this is only one line of ships affected!
Tech Infectious Wight: The strength estimate listed is 11. The actual total change adding up the differences for the lines listed here is about 9, so this is a case of it being wrong in the opposite direction, albeit by a smaller amount.
Tech estimates.save (230,798 bytes)

Lord Of Nothing

Apr 25, 2022 10:01 pm

reporter   ~0066455

Last edited: Apr 25, 2022 10:22 pm

The eldritch elderling's strength rating seems.... lower... than I would expect from it's stats.
I mean, it's 175. Which is a lot. But looking at the 'pedia, a player mk7 black widow golem has about the same strength value, and has less than a quarter of the health and damage.
I think it's because of the way beam weapons are counted, IIRC they use the minimum possible dps value for the strength calculation. Which gets hilariously off with weapons like the eldritch's ones. (I noticed when playing with Flenser variants a while back.)
But changing that is probably way outside the scope here, so I'll just suggest giving it a larger strength multiplier and fixing the problem by brute force.
(The AI Thunderchild has a pretty similar stat line healthwise and 500k DPS vs the elderling's (9000 - 6,000,000) dps, and is 258 strength, so perhaps something around there? That's probably still a lowball, the elderling can easily chew up 450 strength of my ships. :) )
This issue also applies somewhat to the player version, I would suggest that needs a strength multiplier as well. It's strong enough without the AI underestimating it. I would say it's stronger than the aforementioned player black widow golem by a significant margin, yet it has a claimed strength rating of only 54.6
On the subject of the player version, it has a massive vertical offset for some reason. See picture "Transcendant"
It doesn't look right, especially with beams involved.

Lord Of Nothing

Apr 25, 2022 10:16 pm

reporter   ~0066456

Transcendant.png (3,221,109 bytes)

Issue History

Date Modified Username Field Change
Apr 22, 2022 11:30 pm Lord Of Nothing New Issue
Apr 22, 2022 11:37 pm Lord Of Nothing Description Updated
Apr 22, 2022 11:39 pm Lord Of Nothing Description Updated
Apr 22, 2022 11:47 pm Lord Of Nothing Description Updated
Apr 23, 2022 12:00 am Lord Of Nothing Description Updated
Apr 23, 2022 10:41 pm Lord Of Nothing Description Updated
Apr 23, 2022 10:44 pm Lord Of Nothing Description Updated
Apr 23, 2022 10:53 pm Lord Of Nothing Description Updated
Apr 24, 2022 5:04 pm ptarth Note Added: 0066396
Apr 24, 2022 5:53 pm BadgerBadger Assigned To => ArnaudB
Apr 24, 2022 5:53 pm BadgerBadger Status new => acknowledged
Apr 24, 2022 5:53 pm BadgerBadger Note Added: 0066405
Apr 24, 2022 5:54 pm BadgerBadger Assigned To ArnaudB =>
Apr 24, 2022 5:55 pm ptarth Note Added: 0066406
Apr 24, 2022 5:59 pm ptarth Note Added: 0066408
Apr 24, 2022 6:04 pm BadgerBadger Note Added: 0066410
Apr 24, 2022 6:16 pm ptarth Note Edited: 0066408
Apr 24, 2022 6:16 pm ptarth Note Added: 0066412
Apr 24, 2022 11:15 pm Lord Of Nothing Note Added: 0066418
Apr 24, 2022 11:15 pm Lord Of Nothing File Added: Tech estimates.save
Apr 25, 2022 10:01 pm Lord Of Nothing Note Added: 0066455
Apr 25, 2022 10:12 pm Lord Of Nothing Note Edited: 0066455
Apr 25, 2022 10:15 pm Lord Of Nothing Note Edited: 0066455
Apr 25, 2022 10:16 pm Lord Of Nothing Note Added: 0066456
Apr 25, 2022 10:16 pm Lord Of Nothing File Added: Transcendant.png
Apr 25, 2022 10:22 pm Lord Of Nothing Note Edited: 0066455