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Artillery costs are unusually high when I use Unit Cost Formula #4.The infantry chassis cost is set to 4. The costs of special abilities are unmodified.My (4)-1-1 Impact Battery costs 7 rows, instead of 4!(In comparison, a regular 4-1-1 Impact Squad costs 4, as expected.)The calculation for artillery appears to be:cost = (The greater of Weapon or Armor) * ( 4 + Special_Abilities + 3) / 4 * Chassis/4The number in bold represents the inflated cost of artillery. Let's do the calculation...Start with Artillery Special Ability cost = Armor + Speed - 2(4)-1-1 Battery's Special Ability cost = 1 + 1 - 2 = 0 (Artillery doesn't add to the cost of unarmored speed-1 units.)cost = 4 * ( 4 + 0 + 3 ) / 4 * 4/4cost = 4 * 7/4 * 1cost = 7 rows--------------------My (4)-5-1 Photon Battery costs 13, instead of 10.Special = Armor + Speed - 2Special = 5 + 1 - 2Special = 4cost = 5 * ( 4 + 4 + 3 ) /4 * 4/4cost = 5 * 11/4 * 1cost = 55/4cost = 13.75 = 13 rows
If the special ability cost indicates "0" during workshop then there should be no increase. It's confusing otherwise.
As to whether the special ability cost for artillery should be...Armor + Chassis - 2 // a minimum increase of 75%, since Chassis must be >=4...instead of...Armor + Speed - 2 // a minimum increase of 0%...that's a separate issue (and would require a change in the reported cost).I prefer the latter calculation so you can deploy effective low-cost anti-Mindworm/Sealurk/IoD forces, pre-Empath Song. Such as (4)-2-1 units for 50 minerals.
Thanks for all the work on this patch, I've combined it with the Smaniac mod and been enjoying it for about a week now. A couple possible bugs I've noticed:1) When I utilize the "enhanced information" variable, the game crashes at seemingly random points within the first 10-20 turns. No rhyme or reason that I can figure out.2) Game also seems to crash regularly when I scroll over enemy units on the very bottom row (where it shows each unit of the stack) to look at their abilities and whatnot.3) The 6th or 7th base I found (always around the b-limit) seems to operate by a different support value than my other bases. For example, if my support value in SE is zero, most of my bases will have the regular 2 units free, but one or two will commonly have only one unit free while all other require mineral support.Thanks again for the fantastic patch. If I notice any other anomalies I will be sure to post them.
Here's a save for 3 (along with alphax), notice Lindley's Rest has me spending one mineral to support the scout patrol whereas other bases get the first unit free.As for the others, #1 happens every single game but there is no rhyme or reason as to when it happens, and I spent a considerable amount of time trying to pin one down. Sometimes it is at the beginning of a turn, sometimes the end, sometimes after I move a unit, sometimes when I come into contact with another faction, sometimes when I discover a tech. I will continue experimenting though and report back.
It doesn't matter what I do with the colony pod for the second save- I get the crash regardless of if I move it or simply end the turn. I suppose it has something to do with the merging of your patch with the Smaniac Mod?
Thanks for looking in to the other bug. These things don't bother me, I'm just doing my part to report possible bugs that I experience.
One more I forgot to mention earlier, and you may have covered it in another place, but after I build satellites the production reverts back to Stockpile Energy. Should I post a save?