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Behemoth tech cost reduction stacking & unaffected technologies

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6 years ago
Feb 5, 2019, 12:47:04 AM

*sorry, firasans font is a bit too hard on my eyes here with formatting; thanks to discord user Sigilliares for the report*


Issue: stacking research modules on behemoths(up to 5) and stacking those behemoths(7 and more) on a special node wield result in a quadrant-specific technology cost reduction of over -100%. While the total corresponding cost multiplier can't go below 0 (-100% reduction) as per SimulationDescriptor ClassResearch (Simulation/SimulationDescriptors[Research].xml), it is still somewhat game breaking. The tooltip near the special node name is also misleading as a result, showing a reduction of, for example, -105%.


In SimDesc ClassGarrisonFleet (Simulation/SimulationDescriptors[Garrison].xml) the property definition (TechnologyCostQuadrantScienceAndExplorationMultiplierFromSpecialNodes) mentions the upper limit for tech cost multipliers from special nodes and it is set to 0.75, which seems to be a mistake for 2 reasons:

1. Here the multiplier is a negative value that is added to the quadrant total multiplier in SimDesc FleetOrbitingSpecialNode (Simulation/SimulationDescriptors[DLC2].xml), so instead the MinValue should be -0.75 - there's is some confusion because in module definitions and in ClassResearch those values are positive.

2. This property limits the multiplier for each single fleet - which is, in case of behemoths, a single ship that can have a minimum property value of -0.15 - 5 modules -0.03 each.


Reproduction: 5/5, easily done with modding tools, initially found by someone else in a live game.


Impact: major. While building enough behemoths requires some time and effort, it allows for an easy way to breeze through a previously unfocused quadrant or specific techs and seriously reduces the cost of the Endless Technologies. Having an UC in game also makes it easier to exploit this mechanic since more special nodes are generated.


Side effects: this exploit made it easy to see that some technologies don't have their cost affected by the quadrant-specific cost multiplier, namely, "Graviton Research" stage 3 tech of Science&Exploration (TechnologyDefinitionScienceAndExploration7 and its variations from Simulation/ConstructibleElement_Science[QuadrantScienceAndExploration].xml) - CustomCost is missing multiplication by Property(StockLocation,@'ClassEmpire/ClassResearch', TechnologyCostQuadrantScienceAndExplorationMultiplier). Other quadrants haven't been checked for this as well as faciton-specific techs in this quadrant.


Also, sophons chapter 4 quest rewards allow to achieve the 0 multiplier even easier, that might need some balancing too.

So, uh, is the uncapped reduction stacking intended?

Updated 6 years ago.
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