Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - TottiTheTurtle

Pages: [1]
1
Hey!

It appears that there is a bug, which causes the loadout of the battlestation and star fortress to not correctly follow the fleet doctrine.

I can only confirm this for the high-tech battlestation and star fortress, however.


What should be equipped in large energy slots: high-intensity laser

What is equipped in large energy slots: autopulse laser


The doctrine was set up to use the high intensity laser as a large energy weapon, before the upgrade to the battlestation and the star fortress (see image)
Spoiler

[close]

What I tried to get around that fleet-doctrine ignoring problem:

  • Changing the selection to the autopulse laser and back to the high intensity laser: does not change the loadout to use the high intensity laser.
  • Downgrading the star fortress to a battlestation, deselecting the high intensity laser and reselecting it, then re-upgrade to star fortress: does not change the loadout to use the high intensity laser
  • Completely shutting down the station, and rebuilding it up to star fortress, with high intensity laser as the single large energy weapon selected when building the first tier of the station, and every subsequent upgrade: does not change the loadout to use the high intensity laser

Even when selecting or deselecting other energy weapons - the loadout is still the same everytime - see the image:

Spoiler

[close]


A workaround I found was to change the loadout using the devmode from the console command mod (great mod btw)






2
Because I had nothing better to do, I compared tech mining on three vast ruins with varying conditions for 0.9.1a RC8, since tech mining (and rare loot in general) feels weird in 0.95aRC12.

Here we can see that no skills yielded more (?!) loot of the same quality than no skills. It was obviously expected to be the other way round. Adding alpha core did not make a change.
Spoiler
[close]

Now the interesting part:
For the current version, I tried to tech mine three vast ruins with four varying conditions and compared the loot:

1: no story points or alpha cores in all tech mining industries
2: only alpha cores in all tech mining industries
3: only story points in all tech mining industries
4: both alpha cores ans story points in all tech mining industries

Spoiler
[close]

Expectation: The more you increase tech mining findings via improvements, the more (and better) loot you get, similar to the (wrongly) additional loot from 0.9.1a with no skills.

Outcome: As per this thread, I expected that investing story points to "improve" chances by 25%, is broken atm as it reduces the loot, which it did (3+4).
So looking at adding alpha cores only, the resulting loot was changed from no improvement (1+2), not added on top. Note that no improvements yielded 2 corropted nanoforged, only alpha cores resulted in an alpha core, and more gamma cores, but no forge.

All loot-rolls were the same. I loaded each savegame, changed the conditions and waited for the end of the month, then reloaded and changed them again etc.

Pages: [1]