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Game is forgotting researched empire wide techs like enhanced colonisation or province creation after your load the game. For example - you researched adaptation tech and can colonise worlds with 700 hazard, saving, quit to main menu, load game and you no longer can colonise them.
 
Sure about that? Never saw this kind...mhm... but thats actually more like a bug that seems to be a part of the savegame system, in the first place it seems to work if you not load a game? So more a Savegame issue then.
 
I gave up on the game last nite. The last patch gave me way more crashes and now today just seeing that list is the final straw.

I have played games since ZX81 was a state of the art homecomputer and NEVER have I been this disapointed before.

Will find another game to spend my time with and hope that this one will get fixed in the next few months. :(


To be fair, most of these are easy fixes that just relate around numbers being properly noticed and relayed through the system. Others are probably being held back until such a time as things are working. Though I really want to see beam shooting missiles as illogical and ridiculous as that is, because if my Leviathan HAS to have missiles, than they're going to be beam shooting ones.
 
We really need a module dedicated to energy needs (like a secondary, tertiary, or supplementary reactor) or a major increase in supply, because so far I'm not seeing any that really do that.

I'm also fully planning and hoping that switching things to the professor X module will be useful in the end if fully researched due to having a shield or being able to attack with powerful psionics at range.
 
Though I really want to see beam shooting missiles as illogical and ridiculous as that is, because if my Leviathan HAS to have missiles, than they're going to be beam shooting ones.


Although the implementation proved beyond 20 years ago technology (and the article doesn't indicate if it was only targetting 100s of laser rods at once or the basic lasing mechanism that was the bottleneck), bomb pumped lasers are a very real theoretical concept; which puts them above ~90% of the technology in the game.

http://en.wikipedia.org/wiki/Project_Excalibur
 
Although the implementation proved beyond 20 years ago technology (and the article doesn't indicate if it was only targetting 100s of laser rods at once or the basic lasing mechanism that was the bottleneck), bomb pumped lasers are a very real theoretical concept; which puts them above ~90% of the technology in the game.

http://en.wikipedia.org/wiki/Project_Excalibur

I never said it wasn't possible, I said it was ridiculous, because for all the tech and cost of putting the energy generation and emitter in there, you could just put a kinetic impact device or accelerate the round faster and make it much more precise or much more explosive than that.
 
Sure about that? Never saw this kind...mhm... but thats actually more like a bug that seems to be a part of the savegame system, in the first place it seems to work if you not load a game? So more a Savegame issue then.

Yesterday I researched province tech, so I could make 4 system and 7 ly province. When I attempted the game given random name exact the same as my starting province, I agreed and game is crashed because the name is not unique. When I loaded autosave, I no longer could make 4 system 7 ly province. So I'm sure about provinces. Colonising issue happened for me but not in this patch, can't check right now.
 
~Here is my updated and formatted list.

-- Key:
  • No description of error - System is not reading technology correctly.
  • Not implemented - Technology not yet added to game.
  • Not accessible - Technology added to game, but selection method is not working or present.
  • Not available - Weapon added to game, but not available for use.
  • Error in description - Research tree description has errors or is unreadable.
  • No image - Research tree does not have a valid image.

--- Undetermined Issues ---
  • Zuul (AI section unavailable)
  • Zuul (3rd and 2nd tier riders unavailable)
  • Zuul (Dancer?)
  • Hivers (Defense Boats unavailable)
  • Tarka (Defense boats unavailable)
  • Liir-Zuul Alliance [Zuul-side] (AI section unavailable)
  • Mines (Not available save Fusion)

--- Technology Tree Issues ---

Shield Technology:
  • Shield Projectors
  • Cloaking
  • Improved Cloaking
  • Shield Mk. I - (Not working as intended)
  • Shield Mk. II - (Not available)
  • Shield Mk. III - (Not available)
  • Shield Mk. IV - (Not available)
  • Meson Shields - (Not available)
  • Grav Shields - (Not available)
Torpedoes Technology:
  • Enveloping Anti-Matter Torpedo - (No image)
  • Enveloping Fusion Torpedo - (No image)
Warhead Technology:
  • MW Warheads - (Not deploying as intended)
  • Interceptors - (Not available)
  • Blast Beams - (Not implemented)
  • Blast Storm - (Not implemented)
  • Heavy Ship Missiles - (Not implemented)
Drive Technology:
  • Grav Cannon - (Morrigi) - [No description, not available]
  • Node Maw - (Zuul) - [No image, no description, not available]
  • Node Maw - (Human) - [No image, no description, not available]
  • Far Casting - (Hiver) - [Error in description]
  • Casting - (Hiver) - [Error in description]
  • Warp Pulse - (Tarka) - [Error in description, not available]
  • Curvature Compensator - Liir) - [Unintentionally available, not working as intended]
Ballistic Weapons:
  • Grav Pulsar - (No image, not available)
  • Tumbler - (No image, not available)
  • Siege Driver - (Not working as intended)
  • Emitter COL - (Not available)
  • Cry Baby COL - (Not available)
  • Cracker COL - (Not available)
  • Tar Pit COL - (Not available)
  • Absorber Harpoon - (Zuul) - [No image, not available]
  • Disrupter Whip - (Zuul) - [Error in description, not available]
C3 Technology:
  • A.I. Autonomy - (No image)
  • Deep Survey Sensors
  • Personality Engrams - (Not available)
  • Sensor Jammer
  • Scanning Satellites - (Not accessible)
  • Molecular Chaff - (Error in description)
  • Convoy Systems - (No image)
Energy Technology:
  • Armored Capacitors - (No image)
  • Reinforced Containment (No image)
  • Quantum Capacitors
  • Internal Kinetic Dampers - (No image)
  • Reflex Furnaces
  • Wave Amplification - (Spacing error in description)
Energy Weapons:
  • Damper Beam - (No image, not available)
  • Pulsed Gravity Beam - (Not firing exactly as intended)
  • Meson Projector - (Not available)
  • Tempest Array - (No image, not implemented)
  • Heavy Tempest Array - (No image, not implemented)
  • Phaser - (Underpowered illogically)
  • Pulse Phaser - (Underpowered illogically)
  • Variable Laser - (Not implemented)
  • Variable Phaser - (Not implemented)
Engineering Technology:
  • Leviathan Construction - (Error in description)
  • Turret Installations - (Error in description)
  • Advanced Damage Control - (Error in description)
  • Modular Sensors - (No image, error in description)
  • Deep Space Construction - (Not accessible)
  • Enhanced Design
  • Virtual Engineering
  • Monitor Construction - (Not accessible)
  • Deep Space Hangars - (Not available)
  • Torpedo Satellites - (Not accessible)
  • Rapid Prototyping
Industrial Technology:
  • Hardened Structures - (Available, not properly implemented)
  • Gravity Control
  • Advanced Nanites
  • Counter Nanites - (No image, error in description)
  • Quantum Disassociation
  • Adaptive Buttresses - (No image, no description)
  • Adamantine Alloys
  • Atmospheric Processors
  • Reflective Coating
  • Quark Resonators
  • Improved Reflective Coating
  • Polysilicate Alloy
  • Magno Ceramic Latices
  • Material Applications - (Not working as intended)
  • Pressure Polarization
  • Zero-G Deconstruction - (Recycling unavailable)
Political Science:
  • Protectorate - (No image)
  • Occupy - (No image, not accessible)
  • Annex - (No image, not accessible)
  • Eclipse - (No image, not accessible)
  • Trade Enclaves - (No image, error in description, not accessible)
  • Disinformation Nets - (No image)
  • Super Worlds - (Available, not properly implemented)
Psionics: - (Tree not working as intended)

XenoTechnology: - (Tree not implemented)

Bio Technology:
  • Anagathics
  • Elemental Nanites
  • Biosphere Preservation
  • Environmental Tailoring
  • Gravitational Adaptation
  • Terraforming Bacteria
Rider Technology:
  • EW-Drone - (Not available)
  • Combat Drones
  • Autonomous Drone
  • Advanced Drones
  • Stealthed Structures - (Not working as intended for all races)
  • Suicide Drones - (Not available)
  • Drone Satellites - (Not accessible)
  • Drainers - (Not available)
 
You know that XenoTechnology is to be assumed the Reverse-Engeneering Tree? You get only Researches there, thats how i would see it at the moment, if you got Xenotechnology from boarding or salvaging, so you can research it.
 
You know that XenoTechnology is to be assumed the Reverse-Engeneering Tree? You get only Researches there, thats how i would see it at the moment, if you got Xenotechnology from boarding or salvaging, so you can research it.

No according to Mecron it is a technology tree that you can start researching the feasibility of after seeing such tech from aliens or other events.

---

Quite literally, monkey see, monkey do.

---

Now that you've uploaded the quoted list (too bad it had to be italicized though... that kind of makes it harder to read) you can delete the other one and just use that, as it's as complete as I've done so far.
 
Yep, allready done. Just let me play 5 minutes with formats and update ^^

Okay well...then we can be all await the intressting XenoTechs. Reminds me on the artifacts you can find in a other 4x Spacegame.
 
~Here is my updated and formatted list.

-- Key:
  • No description of error - System is not reading technology correctly.
  • Not implemented - Technology not yet added to game.
  • Not accessible - Technology added to game, but selection method is not working or present.
  • Not available - Weapon added to game, but not available for use.
  • Error in description - Research tree description has errors or is unreadable.
  • No image - Research tree does not have a valid image.

--- Undetermined Issues ---
  • Zuul (AI section unavailable)
  • Zuul (3rd and 2nd tier riders unavailable)
  • Zuul (Dancer?)
  • Hivers (Defense Boats unavailable)
  • Tarka (Defense boats unavailable)
  • Liir-Zuul Alliance [Zuul-side] (AI section unavailable)
  • Mines (Not available save Fusion)

--- Technology Tree Issues ---

Shield Technology:
  • Shield Projectors
  • Cloaking
  • Improved Cloaking
  • Shield Mk. I - (Not working as intended)
  • Shield Mk. II - (Not available)
  • Shield Mk. III - (Not available)
  • Shield Mk. IV - (Not available)
  • Meson Shields - (Not available)
  • Grav Shields - (Not available)
Torpedoes Technology:
  • Enveloping Anti-Matter Torpedo - (No image)
  • Enveloping Fusion Torpedo - (No image)
Warhead Technology:
  • MW Warheads - (Not deploying as intended)
  • Interceptors - (Not available)
  • Blast Beams - (Not implemented)
  • Blast Storm - (Not implemented)
  • Heavy Ship Missiles - (Not implemented)
Drive Technology:
  • Grav Cannon - (Morrigi) - [No description, not available]
  • Node Maw - (Zuul) - [No image, no description, not available]
  • Node Maw - (Human) - [No image, no description, not available]
  • Far Casting - (Hiver) - [Error in description]
  • Casting - (Hiver) - [Error in description]
  • Warp Pulse - (Tarka) - [Error in description, not available]
  • Curvature Compensator - Liir) - [Unintentionally available, not working as intended]
Ballistic Weapons:
  • Grav Pulsar - (No image, not available)
  • Tumbler - (No image, not available)
  • Siege Driver - (Not working as intended)
  • Emitter COL - (Not available)
  • Cry Baby COL - (Not available)
  • Cracker COL - (Not available)
  • Tar Pit COL - (Not available)
  • Absorber Harpoon - (Zuul) - [No image, not available]
  • Disrupter Whip - (Zuul) - [Error in description, not available]
C3 Technology:
  • A.I. Autonomy - (No image)
  • Deep Survey Sensors
  • Personality Engrams - (Not available)
  • Sensor Jammer
  • Scanning Satellites - (Not accessible)
  • Molecular Chaff - (Error in description)
  • Convoy Systems - (No image)
Energy Technology:
  • Armored Capacitors - (No image)
  • Reinforced Containment (No image)
  • Quantum Capacitors
  • Internal Kinetic Dampers - (No image)
  • Reflex Furnaces
  • Wave Amplification - (Spacing error in description)
Energy Weapons:
  • Damper Beam - (No image, not available)
  • Pulsed Gravity Beam - (Not firing exactly as intended)
  • Meson Projector - (Not available)
  • Tempest Array - (No image, not implemented)
  • Heavy Tempest Array - (No image, not implemented)
  • Phaser - (Underpowered illogically)
  • Pulse Phaser - (Underpowered illogically)
  • Variable Laser - (Not implemented)
  • Variable Phaser - (Not implemented)
Engineering Technology:
  • Leviathan Construction - (Error in description)
  • Turret Installations - (Error in description)
  • Advanced Damage Control - (Error in description)
  • Modular Sensors - (No image, error in description)
  • Deep Space Construction - (Not accessible)
  • Enhanced Design
  • Virtual Engineering
  • Monitor Construction - (Not accessible)
  • Deep Space Hangars - (Not available)
  • Torpedo Satellites - (Not accessible)
  • Rapid Prototyping
Industrial Technology:
  • Hardened Structures - (Available, not properly implemented)
  • Gravity Control
  • Advanced Nanites
  • Counter Nanites - (No image, error in description)
  • Quantum Disassociation
  • Adaptive Buttresses - (No image, no description)
  • Adamantine Alloys
  • Atmospheric Processors
  • Reflective Coating
  • Quark Resonators
  • Improved Reflective Coating
  • Polysilicate Alloy
  • Magno Ceramic Latices
  • Material Applications - (Not working as intended)
  • Pressure Polarization
  • Zero-G Deconstruction - (Recycling unavailable)
Political Science:
  • Protectorate - (No image)
  • Occupy - (No image, not accessible)
  • Annex - (No image, not accessible)
  • Eclipse - (No image, not accessible)
  • Trade Enclaves - (No image, error in description, not accessible)
  • Disinformation Nets - (No image)
  • Super Worlds - (Available, not properly implemented)
Psionics: - (Tree not working as intended)

XenoTechnology: - (Tree not implemented)

Bio Technology:
  • Anagathics
  • Elemental Nanites
  • Biosphere Preservation
  • Environmental Tailoring
  • Gravitational Adaptation
  • Terraforming Bacteria
Rider Technology:
  • EW-Drone - (Not available)
  • Combat Drones
  • Autonomous Drone
  • Advanced Drones
  • Stealthed Structures - (Not working as intended for all races)
  • Suicide Drones - (Not available)
  • Drone Satellites - (Not accessible)
  • Drainers - (Not available)

Crap, speak about at least 15% of techs not working as intended. /sadface.
 
This is Feri's thread, I just spent some time in wordpad typing things out while looking at the pretty ships (or not so pretty) and in between crashing.

I've got more to add, but I'm watching the new trailer for Hitman Absolution right now.

---

I think probably a lot of the weapons may or may not work (though numbers aren't that hard to program for) the way they intended but I can't test them all. As far as I know the Tractor Beams are SUPPOSED to be continuous else no point exists but they don't seem to continually fire and their turrets don't seem mounted properly for a continuous beam (more capacitors and engines and dedicated mount station needed for direct energy pooling). The graviton beams are supposed to as well, and I really thought the phasers would do more damage-degradation meaning they'd hit the target and then move around as the turret moved them for radial damage (think a laser being slowly moved to burn a hole instead of just pierce through) but that's not the case sadly.

If we had tractor beams continuous... I could see which turrets don't fire.

I'll try and sum the other list up into more simple terms and descriptions so that we can have two nicely formatted lists of information. I'll go through and see what does and does not work.
 
Scrap Ship...i know i forget somethin :p thx, added to the upper list.

At the moment i would say that the most systems are implemented
but simply put off. And i think the same applys to the bonus systems
out of research, or planets or any other factor. I would guess that the
bonuses dont work at all, or at least over 80% of them dont work.

Oh and i have also still to test Grapplers and Boarding pods. ^^

Well that was a short test, grabbling hooks cant be fitted and the
boarding mission module misses boardingpods i guess... o_O
 
Last edited:
I never said it wasn't possible, I said it was ridiculous, because for all the tech and cost of putting the energy generation and emitter in there, you could just put a kinetic impact device or accelerate the round faster and make it much more precise or much more explosive than that.

There's nothing fundamentally complex about a bomb pumped laser on a missile. You've got the bomb and the missle already; all you're doing is packing a few lasing rods around it. And since the effects of a bomb fall off as 1/r^2 (and are much smaller in space to begin with since there's no air to transmit a shockwave) by converting even a few percent of the energy into a beam at any range beyond a few dozen meters you're delivering more power onto the target even if you had to install a much smaller warhead to fit everything else in.