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Faction specific techs

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6 years ago
Jun 13, 2018, 9:49:41 PM

So ive just been comparing a couple of different techs between the lumeris and the UE. 


Specifically HyperPACs and Improved Fleet Management.


There is literally 0 difference between them. 


So whats specific about them?

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6 years ago
Jun 13, 2018, 9:50:43 PM
Ellerby wrote:

So ive just been comparing a couple of different techs between the lumeris and the UE. 


Specifically HyperPACs and Improved Fleet Management. They are both highlighted as being specific to the UE.


There is literally 0 difference between them. 


So whats specific about them?


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6 years ago
Jun 13, 2018, 9:57:22 PM

Oh that's so nice you can quote yourself and all.
Honestly I think it's more or less a leftover from the prehistoric times of when there was something specific about them, times not even I remember... I know that for instance the improved fleet management is definitelly specific to cravers who have a slightly stronger manpower module.
Hyperpacs on the other hand leave me clueless, you could say not being riftborn (having toxic there) and not being unfallen (having an industry cost) and not being craver (having an option to change the government) is faction specific enough, but then so would be so many countless techs and... wait, some actually are.
I mean almost every faction seems to have a faction specific lava tech joint with the affinity. I guess it could be a possibly attempt to highlight the 1:1 relationship between this particular tech and how it behaves with this particular visual/trait affinity.

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6 years ago
Jun 13, 2018, 11:22:29 PM

huh weird. didnt realise id quoted myself. doh. Must have been when I was editing the post. 

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6 years ago
Jun 14, 2018, 1:48:11 AM

I think this is most likely an artifact of patches that wasn't reviewed and cleaned up when related changes were made.  It's honestly a little sloppy in my opinion...

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6 years ago
Jun 14, 2018, 8:28:40 AM

Hello,

Thanks for the feedback.  I took a look at the technologies you've mentionned and they indeed don't show any major difference with the standard ones.  We cannot switch them with the base ones right now however since this would have unpleasant effects on players saves (basically, the tech won't be "researched" anymore when you load a save).  We took note of it however and we'll try to slip these changes with more essentials updates in the future.


Have a nice day :)

Updated 6 years ago.
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6 years ago
Jun 14, 2018, 1:39:15 PM

Hello Schell. Glad I could be useful, and thanks for the response. I'm pretty sure theres more techs than just these two that have the same issue. If I get the time i'll try and put together a list. 


You have no idea how relieved I feel now. I was certain there must have been a difference somewhere and it just wasnt shown on the tool tip. Been frantically searching throuhh every number and parameter in my game to try and isolate the difference. 


I can relax a bit now. :)


Have a good un. 

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6 years ago
Jun 14, 2018, 1:39:56 PM
Ellerby wrote:

Hello Schell. Glad I could be useful, and thanks for the response. I'm pretty sure theres more techs than just these two that have the same issue. If I get the time i'll try and put together a list. 


You have no idea how relieved I feel now. I was certain there must have been a difference somewhere and it just wasnt shown on the tool tip. Been frantically searching through every number and parameter in my game to try and isolate the difference. 


I can relax a bit now. :)


Have a good un. 


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