Description
Tech Overflow Issue [Wells 2.7.2 (60bf)]
Game Version
Wells 2.7.2 (60bf)
What version do you use?
Steam
What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
Researching tech while decreasing the penalties from Empire Sprawl can lead to the present value becoming higher than the target value, locking the research. Happens reliably every game; was under the impression efforts to fix the error had already been completed. Might have been because of the techs in question being awarded by anomalies, battle debris and/or the Caravaneers abandoned ship event (I know one of them was Crystal Infused plating, awarded by the Caravaneer abandoned ship), and all of these means of getting tech are a little buggy. It'll likely happen if you partially research a normal tech until near completion while under the penalties from empire sprawl too, but I don't habitually do that, so I couldn't tell you.
Solution: Make the tech system detect when the research points value has overflown and grant the tech by default if the value is equal to or *greater than* the desired target value. Also, anything that adds a tech should not do so by adding the tech as a locked choice then adding the tech's base cost in value, as it can't handle the empire sprawl mechanic. Just award the whole tech. Separately from the research system, instead of attempting to shove it through the extant system like we do now.
No save provided. I can reliably make this happen in half an hour or less; this isn't the first time I've made a report on the matter. This happens because I plan on killing so many mobs that I ignore researching anything I think I can complete the research for without spending the research department's time on it (figuring I can get it for free by getting 5-10 debris, which don't delay my tech-rushing by even a month) but this behaviour is not supported by current build.
Steps to reproduce the issue.
Simple. Get a locked research option (crystal plating, mining drone lasers and generic ship modules are easiest for this). Don't research it. Keep researching battle debris/getting events that add to the tech's present research value until the value is near to completion, and higher than the tech's base cost (due to empire sprawl). Now reduce empire sprawl or raise admin cap. You now have more research points in a tech than it needs to complete, and trying to research it will lock that research slot entirely, rendering you utterly incapable of ever completing that tech without raising your empire sprawl value (or putting all your bureaucrats on paid leave, my normal fix, which is a very odd order for an Emperor to give...).
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Tech Overflow Issue [Wells 2.7.2 (60bf)]
Game Version
Wells 2.7.2 (60bf)
What version do you use?
Steam
What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
Researching tech while decreasing the penalties from Empire Sprawl can lead to the present value becoming higher than the target value, locking the research. Happens reliably every game; was under the impression efforts to fix the error had already been completed. Might have been because of the techs in question being awarded by anomalies, battle debris and/or the Caravaneers abandoned ship event (I know one of them was Crystal Infused plating, awarded by the Caravaneer abandoned ship), and all of these means of getting tech are a little buggy. It'll likely happen if you partially research a normal tech until near completion while under the penalties from empire sprawl too, but I don't habitually do that, so I couldn't tell you.
Solution: Make the tech system detect when the research points value has overflown and grant the tech by default if the value is equal to or *greater than* the desired target value. Also, anything that adds a tech should not do so by adding the tech as a locked choice then adding the tech's base cost in value, as it can't handle the empire sprawl mechanic. Just award the whole tech. Separately from the research system, instead of attempting to shove it through the extant system like we do now.
No save provided. I can reliably make this happen in half an hour or less; this isn't the first time I've made a report on the matter. This happens because I plan on killing so many mobs that I ignore researching anything I think I can complete the research for without spending the research department's time on it (figuring I can get it for free by getting 5-10 debris, which don't delay my tech-rushing by even a month) but this behaviour is not supported by current build.
Steps to reproduce the issue.
Simple. Get a locked research option (crystal plating, mining drone lasers and generic ship modules are easiest for this). Don't research it. Keep researching battle debris/getting events that add to the tech's present research value until the value is near to completion, and higher than the tech's base cost (due to empire sprawl). Now reduce empire sprawl or raise admin cap. You now have more research points in a tech than it needs to complete, and trying to research it will lock that research slot entirely, rendering you utterly incapable of ever completing that tech without raising your empire sprawl value (or putting all your bureaucrats on paid leave, my normal fix, which is a very odd order for an Emperor to give...).
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(DID NOT ANSWER QUESTION)
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