Farm "bug"
So, to sum up, one tech is unlocking two improvements, one of which obsoletes the other one.
TA 0.95b.002 (beta 4a)
Bump.
Seriously, guys.
I'm going to say not a bug. Not everyone always wants to build the latest & greatest farms.
An argument that might have worked in DL, perhaps, where you can't build anything but the most recent improvement of a line.
There is no reason for a given tech to unlock two improvements in the same line, where one obsoletes the other.
You may have also missed the point where the continued existence of Intensive Farming (particularly in where it is unlocked, rather) makes not only Enhanced Xeno Farming useless by being unlocked by the same tech (same maintenance, twice the mt/wk), but makes researching Xeno Farms III fairly worthless as well. There's no point in upgrading to a 2 maintenance/7 mt/wk farm when you already have a 1 maintenance/6 mt/wk farm.
Umm - I tend to agree with Tetleytea - if you *were* forced to build the most recent improvement, then this would be a bug.
Since you're not so forced, , it seems obvious to me it does *not* describe a bug as such, but merely a secondary option. One I might add that i have had occasion to use.
You might argue about whether or not it's a design flaw - but personally I find that, if anything, farms are far too likely to be upgraded to a level I don't want despite my best efforts, rather than the inverse.
Jonnan
If we were talking about two factories being unlocked from the same tech, where one obsoletes the other, this wouldn't even be an issue. It being farms doesn't change that fact.
The three logical things to do would be to get rid of intensive and leave the rest the way it is, get rid of advanced and move intensive to xeno farms III, or add another tech in between II and III (actually make a IV and put adv there since we shouldn't have a II.V) for intensive.
You can't possibly look at the changes to farms made in TA and tell me that this was intentional. It's not so much a design flaw as simply a step that someone missed when implementing a design-therefore, a bug.
One could also argue that since xeno (basic) and enhanced xeno (xeno) have been decreased in mt/wk that intensive and adv should be as well, but that is not the point of this post.
Not necessarily-I'm just looking at the way the game is, not the way it should be.
Personally, I would prefer a system where all races share a common tech tree, but have different improvements unlocked from each tech, and different bonuses as well. But that's not directly moddable, to my knowledge.
Unlocking multiple improvements of the same type from one tech is not my issue-simply that one should not obsolete another. The only instance where I could see having such a case be workable is one where an improvement (not a tech, an improvement) has multiple tech prerequisites-and that's not exactly what either one of us was talking about.
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