The game needs more lopsided tech late game anyways. Right now, almost every empire has the same tech level throughout the game, which is no fun. Not a huge problem but I like the change. As long as the median tech level stays the same (or is slower, because I do think it's too fast right now) and the spread across empires is greater, I'm happy. Though I might have issue with techs not being big enough leaps. I haven't had enough situations in game to accurately test this, but x-ray lasers should absolutely dominate red lasers. When I get a new tech I don't /feel/ like I'm suddenly more powerful. Mentally, it's just "yay more tech.". But I'm just spit balling here.
Essentially, none of the combat computers that profess to boost fire rate or weapon damage actually apply that bonus. Particularly noteworthy with the Aggressive Combat Computer, which doesn't do anything right now but change ship aggression AI, though I believe it also affects the upgrade "Neutral" computers, like Psi Interface and Sentient AI. Bug doesn't seem to affect the fire rate bonus of Generals, though, which is working as intended.
With a pinch of salt taken, a user on Reddit suggested it can be fixed by changing:
modifier = {VALUE}, which doesn't correctly apply ship_fire_rate_mult nor ship_weapon_damage, to
ship_modifier = {VALUE}, which does.
I like to think that the penalty means that propagating new technologies on numerous planets is more difficult than doing it just on one or a few.I don't like the mechanic on general basis, it is to game focused and makes too little sense. More population = more science as more geniuses are born etc.
We did it boys!
Fixed a bug where ship_accuracy_add was not being calculated correctly
But that's propagating not the actual research which i just sending of information across planets through subspaceI like to think that the penalty means that propagating new technologies on numerous planets is more difficult than doing it just on one or a few.
That's a problem for me. I made a namelist where last names for rulers were actually title suffixes, like "the Great" and "the Glorious".Heirs now keep the dynasty name of the ruler in monarchies
No change that I've seen. And once you unlock tachyon lance, there are no reasons to play anything else. For large slot, obviously.Maybe I missed something, but have kinetic weapons been buffed or are energy based weapons still superior?
I think it's meant to balance large empire. They already have more money/fleet power, so if they also had more tech, then the biggest empire would snowball to victory. It wouldn't be fun. Not that tech matters much, unless for specific tech that are gamechanger (tachyon lance for example), otherwise there are not much difference between tiers of weapons. If think it's about 20% between lowest rank and highest rank.I don't like the mechanic on general basis, it is to game focused and makes too little sense. More population = more science as more geniuses are born etc.
No change that I've seen. And once you unlock tachyon lance, there are no reasons to play anything else. For large slot, obviously.
I think it's meant to balance large empire. They already have more money/fleet power, so if they also had more tech, then the biggest empire would snowball to victory. It wouldn't be fun. Not that tech matters much, unless for specific tech that are gamechanger (tachyon lance for example), otherwise there are not much difference between tiers of weapons. If think it's about 20% between lowest rank and highest rank.
Honestly, I think the penalty on tech is meh. Large empire have issues, that should be worked upon. For example, long travel time (need to split your forces), more divergence (away from capital, large sector) and so on. I wish the sector would be improved, to the point where a large empire would need to delegate more and more in its border, creating large vassals there to help him. See the Roman Empire when it was divided in 2.
I didn't see it in the patch notes. Was standard_ship_behaviors.txt regarding the bug with preferred_attack_range not being respected by formation_distance fixed?
This was the cause of all ships clumping up into a tiny ball.