Crusade 2.3 opt-in feedback

Hello! First of all, I'd like to thank you for great job you are doing with updating and polishing the game.

Here are some issues I've found in 2.3 opt-in:

1. On colony window, the tooltip that shows rushing price does not update - if you select another project and then hover mouse over "rush" button, it'll still show the price of previously selected project (bug present in base game too)

2. When you select a star, the window that show habitable planets is incorrectly labeled as "defending fleet" (in pre-Crusade GC3 it was correctly named "habitable planets")

3. There's a special colony tile "Wild Grain" that gives +3 Food bonus. However, farms now benefit only from "+population" bonus so "+food" bonus does nothing.

4. Special building Precursor Fabricator-B still gives adjacency bonus to Social Construction while (according to changelog) all social adjacency bonuses were changed to All Construction.

5. Prototype Duranthium driver - unjustified cost - 12 Duranthium for only 2 damage points more? Energy and missile tech trees don't have something like that...

6. Prototype Antimatter missile - actually inferior to Harpoon (unlocked by the same tech), despite higher cost

7. All energy weapons require only 1 Elerium, while better version of other weapon types cost more and more resources

8. Inconsistencies between ship module parameters shown in tech tree and their actual parameters in Designer (most notably mass) 

9. Espionage specialization and Espionage Focus- description in tech tree identical as Cultural Optimization

 

Also, maybe not bugs but some lore/logical inconsistencies:

1. Promethion is described as useful for constructing kinetic weapons but none of kinetic weapons actually uses it.

2. Duranthium is described as useful for constructing hulls and armors while it's mostly used for kinetic weapons. In fact the only thing the Duranthium has to do with hulls is Thulium hull reinforcement module. Surprisingly, Duranthium composite armor does not use Duranthium at all. 

 

Another question: do you plan some rebalance on economic starbases? The 2,5% bonuses are hardly noticeable...

 

Anyway, keep up the good work! :)

11,123 views 6 replies
Reply #1 Top

Good points. 

Number 8 could be the result of techs that reduce module mass. So it might not be a bug.

Reply #2 Top

Quoting x-cessive, reply 1

Number 8 could be the result of techs that reduce module mass. So it might not be a bug.
End of x-cessive's quote

Actually, the mass in designer is higher than on tech tree. See Ion Drive for example. Tech tree: 8 mass, Designer: 23 or so.

Reply #3 Top

Quoting psyhotik, reply 2


Quoting x-cessive,

Number 8 could be the result of techs that reduce module mass. So it might not be a bug.



Actually, the mass in designer is higher than on tech tree. See Ion Drive for example. Tech tree: 8 mass, Designer: 23 or so.

End of psyhotik's quote


The parts scale with the size of the ship...  what size are they when you put them on a tiny hull?      Honestly the mass should not even be posted in the Tech tree as that easily leads to confusion....(given they scale with the size of the ship)

Reply #4 Top

 10. Temple of Enlightenment gets +1% Research per level. Shouldn't it be flat +1 Research as with other hubs? Also, its +33% Research seems a little low for a special, unique and ideology-unlocked building  

11. Starport gives +1 Ship Construction adjacency bonus but it seems that there are only three other buildings that can benefit from it, two of them being a very late techs, so it's not much of use. How about changing it to +1 All construction?

12. Not sure about "Agent training" tech. Description says it should make recruiting agents faster but the effect window just shows +10% Sensor bonus. Besides - ability to recruit spies is unlocked later in tech tree.

13. Financial Capital gets +5% Wealth per level, which makes it actually inferior to Central Bank in terms of money. Shouldn't it be flat +1 bonus as with other hubs?

Reply #5 Top

Quoting Taslios, reply 3
The parts scale with the size of the ship...  what size are they when you put them on a tiny hull?      Honestly the mass should not even be posted in the Tech tree as that easily leads to confusion....(given they scale with the size of the ship)
End of Taslios's quote

You are right, but it's still wrong. For Tiny hull the mass of Ion Drive is 13. According to tech tree it should be 8. Anyway if it's scaled then maybe it really shouldn't be mentioned in tech tree at all.