Research Bugs

I wanted to start a thread for people noticing bugs with the tech tree.

1. Huge and ++ cargo upgrades never increased the amount of stuff my trade ships carried.
I watched a ship with 216 in coin before the upgrades, and after ALL the capacity upgrades, it was still hauling 216 coin every trip. same with resources.

2. WHAT THE HECK is long range jumps? seriously... if you can jump from point A to point B, and then to C, would not getting "longer range jumping" allow you to jump from A to C just like that? i.e. a 'dynamic' jump routing system?

3. Capital ships experience upgrades. some of the upgrades only upgrade twice. once at level one, (like the targeting upgrade) and then again at level three (from 10 and 15% to 20 and 25% or something like that) shouldn't there be an intermediate upgrade in between the two? (error also noticed with the carriers 'heavy fighter' upgrade.

if I can think up any more, I will continue to post them here.
4,312 views 6 replies
Reply #1 Top

Long Range Jumps allows you to jump between solar systems.

Reply #2 Top
ah, ok, that makes sense, but what about the (i think) lvl 4 or 5 tech that claims to increase jump range by a %?
Reply #3 Top
I think that one just speeds up how long it takes to travel between planets.
Reply #4 Top
The percentage refers to a previous implementation of the travel line system where which planets you could travel to was limited by range rather than by explicit connections. We had intended to allow players open up new connections between planets with this research subject, although some technical and gameplay issues ruled it out for the time being. That being said, the idea's potential is something we are still investigating.
Reply #5 Top
The percentage refers to a previous implementation of the travel line system where which planets you could travel to was limited by range rather than by explicit connections. We had intended to allow players open up new connections between planets with this research subject, although some technical and gameplay issues ruled it out for the time being. That being said, the idea's potential is something we are still investigating.


yeah as i was playing this seemed like a more logical way to go that way you could launch attacks on multiple fronts, and a player will not concentrate all his defenses in one spot and there was always the possibility of launching raids and so forth, as well as make technologies like that more important.

Reply #6 Top
ok, somewhat pertinent to my 'research' topic.
I was thinking that the Kol 'battleship' (and i use that term lightly) seems to be easily outmatched in firepower by the 'support' ship that has missiles.
I think that there should be a level 7-8 research to make the Kol's 'beam cannon' a really destructive weapon, as currently i do not know if it is affected by the laser upgrades or not. Also, is it possible to find out if shields are more or less resistant to certain types of attacks? (i mean does laser fire do more damage to shielding than autocannons) That way I would at least feel somewhat justified for adding scouts to my battle fleet for more than perpetual recon.