Issues found in XML data files (version 1.3.1.1.01)

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OrnluWolfjarl
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Joined: Fri Oct 20, 2017 8:36 pm

Issues found in XML data files (version 1.3.1.1.01)

Post by OrnluWolfjarl »

Hi, as I was compiling the DW2 Cheat Sheet, I've found a few issues in the data files and made a list:

GENERAL ISSUES:
  • HyperJumpSpeed vs HyperjumpSpeed:
    • These 2 variables exist in XML files with very similar names, but one letter capitalization difference.
    • HyperjumpSpeed appears in various XML files as an Empire or Colony Bonus (units = %)
    • HyperJumpSpeed appears in CreatureType XML files as a flat HyperJump speed value for various space monsters (units = whatever the game uses for HyperDrive speed)
    • The close naming of the 2 variables could create issues in the future or possible bugs
  • Sulphur Volcanic vs Sulfur Volcanic:
    • Planet type name
    • In XML for Orbs the name used is Sulfur Volcanic
    • Other XMLs that refer to this planet use the name Sulphur Volcanic (usually) or Sulfur Volcanic (more rarely)
    • Example: Technology ID = 815 has name Sulphur Volcanic Harmonious Development
    • Sulfur is the American English spelling
    • Sulphur is the British English spelling
    RESOURCES:
    • 0 - Emeros Crystal:
      • Spawns at Sulfur Volcanic worlds, but Galactopedia (Resource page) doesn't mention it
    • 2 - Osalia:
      • Galactopedia (Resource page) says it can spawn at Continental worlds but it doesn't
    • 6 - Tyderios:
      • Galactopedia (Resource page) says it can spawn at Frozen Gas Giant worlds but it doesn't
    • 7 - Silicon:
      • Galactopedia (Resource page) says it can spawn at Desert Savanna worlds but it doesn't
      • Galactopedia (Resource page) says it can spawn at Rocky Desert worlds but it doesn't
    • 12 - Polymer:
      • Galactopedia (Resource page) says it can spawn at Marshy Swamp worlds but it doesn't
    • 15 - Loros Fruit:
      • Spawns at Mangrove Forest worlds, but Galactopedia (Resource page) doesn't mention it
    • 16 - Megalos Nut:
      • Spawns at Marshy Swamp worlds, but Galactopedia (Resource page) doesn't mention it
    • 17 - Fallajian Spice:
      • No planet can spawn it !!!
    • 18 - Korrabian Spice:
      • Galactopedia (Resource page) says it can spawn at Desert Savanna worlds but it doesn't
      • Galactopedia (Resource page) says it can spawn at Rocky Desert worlds but it doesn't
    • 19 - Ekarus Meat:
      • Spawns at Mangrove Forest worlds, but Galactopedia (Resource page) doesn't mention it
    • 24 - Questurian Skin:
      • Spawns at Deep Ocean worlds, but Galactopedia (Resource page) doesn't mention it
    • 28 - Dantha Fur:
      • Galactopedia (Resource page) says it can spawn at Desert Savanna worlds but it doesn't
    • 32 - Ilosian Jade:
      • Spawns at Mangrove Forest worlds, but Galactopedia (Resource page) doesn't mention it
    RACES:
    • 3 - Haakonish:
      • Control Restricted Resource has id = 0 (Emeros Crystal), which is a basic constuction resource.
      • Perhaps this is a typo and requires a different resource id (e.g. Loros Fruit?)
      • Don't get along with other Haakonish (-10% Race Bias)
    • 4 - Mortalen:
      • Don't get along with other Mortalen (-10% Race Bias)
    • 5 - Ikkuro (Vanilla + DLC):
      • Love Quameno more than themselves (0% vs +10% Race Bias)
    • 6 - Boskara:
      • Victory Conditions add up to more than 100%
    • 8 - Wekkarus (DLC):
      • Victory Conditions add up to more than 100%
    • 8 - Wekkarus (Vanilla):
      • Missing Race Biases for Human (0), Ackdarian (1), Atuuk (9), Kiadian (13), Quameno (15), Securan (16), Shandar (17)
    • 9 - Atuuk (Vanilla):
      • Missing Race Biases for Haakonish (3), Mortalen (4), Boskara (6), Dhayut (10), Gizurean (11), Naxxilian (14), Sluken (18)
    • 10 - Dhayut (DLC):
      • Weight of Victory conditions set at 0 (should be 1)
    • 11 - Gizurean (DLC):
      • Tech boost chance from salvaging/retiring is 10% but race information says it is 25%
      • Rivalries: Can't find event in XML files. Does not exist?
      • Victory Conditions -> Amounts are 0 (should probably be 1?)
      • Don't get along with other Gizureans (-40% Race Bias) (Also true for Vanilla Gizureans)
    • 12 - Ketarov:
      • Don't get along with other Ketarov (-10% Race Bias)
    • 13 - Kiadian:
      • Galactopedia is wrong in their description bubble about finding them on Continental worlds (Only Forest)
    • 16 - Securan:
      • Bundle Name = Quameno (should probably be left empty)
      • Missing Race Biases for Teekan (2), Haakonish (3), Mortalen (3), Wekkarus (8), Ketarov (12), Naxxilian (14), Ugnari (19)
    • 17 - Shandar:
      • Missing Race Biases for Human (0), Ackdarian (1), Teekan (2), Ikkuro (5), Zenox (7), Wekkarus (8), Atuuk (9), Kiadian (13), Quameno (15), Securan (16), Ugnari (19)
    • 20 - Shakturi (Vanilla):
      • In the vanilla Races.XML file, they still have Preferred Weapon Components listed
    • 248 - Berserk AI:
      • Missing Race Biases for 8-19 (includes playable races)
    • 249 - Crazed Hive Insectoids:
      • Missing Race Biases for 8-19 (includes playable races)
    GOVERNMENTS
    • 1 - Mercantile Guilds:
      • Has Empire Bonus Colony Happiness at 0%
      • Uses Cabinet = True, but no cabinet members or name
    • 2 - Democracy:
      • Enterprising Spirit events flavour text says bonuses apply for the next year, but Event files have Minimum & Maximum Duration Years = 2
    • 4 - Monarchy:
      • Extra Troop Generation event does not check population for Wekkarus, Atuuk, Quameno (allowed Monarchy for race), but checks for Dhayut population (not allowed Monarchy for race)
    • 7 - Hive Mind:
      • Extra Troop Generation event checks for populations that do not allow Hive Mind Government (Human, Ackdarian, Teekan, Haakonish, Ikkuro, Zenox)
    • 8 - Way of Darkness:
      • Doesn't get along with other Way of Darkness (Government Bias) at -40%. Has less bias towards certain other governments (e.g. Mercantile Guild = -20%)
    • 10 - Path of the Ancients:
      • Has Empire Bonus Colony Income at 0%
    • 13 - Geniocracy:
      • Missing Income/Expense factors
    • 14 - Cell Hegemony:
      • Missing Income/Expense factors
    • 32759 - Refugee Fleet:
      • Missing all government biases for other governments
      • All other governments missing their biases towards this government
    • 32760 - Rift Refugee Fleet:
      • Has variable Initialize Event "Initialise Government (Rift Refugee Fleet)" but does not exist as an Event in any Event XMLs
      • Missing all government biases for other governments
      • All other governments missing their biases towards this governments
    • Economic Factors - Income - Raiding:
      • Inconsistent and illogical? Peaceful governments have more factor than aggressive governments?
      • For Republic = 1
      • For Mercantile Guild = 0.5
      • For Democracy = 0
      • For Feudalism = 0
      • For Monarchy = 0
      • For Military Dictatorship = 0
      • For Technocracy = 0
      • For Hive Mind = 0
      • For Way of Darkness = 0
      • For Way of the Ancients = 0
      • For Path of the Ancients = 0
      • For Harmonious Utopia = 1
      • For Surveillance Oligarchy = 1
    TECHNOLOGIES:
    • 37 - Enhanced Torpedos:
      • Typo - Correct plural is Torpedoes
    • 38 - Improved Defense Missiles:
      • Humans not allowed to research, but they get a special prerequisite to research (100% Path Appearance Probablity) from 15 - Defense Missiles
    • 102 - Massive Projectile Batteries:
      • Humans not allowed to research, but they get a special prerequisite to research (100% Path Appearance Probablity) from 101 - Advanced Turret Automation
    • 123 - Superior Torpedo Guidance:
      • Mortalens not allowed to research, but they get a special prerequisite to research (100% Path Appearance Probablity) from 329 - Rapid Energy Recharge
    • 159 - Synchronized Fire:
      • Size is 18000, but other similar Level 6 Techs are 14400. Probably confused with Initiation Cost (= 18000 cash)
    • 182 - Impenetrable Missile Defense:
      • Size is 18000, but other similar Level 6 Techs are 14400. Probably confused with Initiation Cost (= 18000 cash)
    • 283 - Light Interceptors:
      • Humans not allowed to research, but they get a special prerequisite to research (100% Path Appearance Probablity) from 265 - Star Fighters
    • 350 - Tactical Interceptors:
      • Humans not allowed to research, but they get a special prerequisite to research (100% Path Appearance Probablity) from 283 - Light Interceptors
    • 487 - Advanced Star Beams:
      • Size is 18000, but other similar Level 6 Techs are 14400. Probably confused with Initiation Cost (= 18000 cash)
    • 537 - Total HyperJump Disruption:
      • Research path specific for Shakturi requires prerequisite project 977 - Unlock Vault of the Shakturi Mind
      • Shakturi are blocked from researching 977 (disallowed)
      • 977 unlocks the Vault for getting the Xaraktor Virus which kills Shakturi
      • Definitely a mistake, should probably be changed to a Shakturi HyperDrive technology (e.g. 981 - Unified Wormhole Theory)
    • 868 - Ancient Guardian Urban Planning:
      • No visible way of acquiring this research. Does not exist in any Game Events, like other Ancient Guardian Vault Research
    • 869 - Ancient Guardian Population Management:
      • No visible way of acquiring this research. Does not exist in any Game Events, like other Ancient Guardian Vault Research
    • 926 - Long Range Crystal Sensors & 927 - Advanced Crystal Sensors:
      • 926 - Long Range Crystal Sensors research project unlocks component 417 - Extended Range Crystal Sensors
      • 927 - Advanced Crystal Sensors research project unlocks component 418 - Long Range Crystal Sensors
      • Both components serve as Long Range Sensors
      • Component 417 unlocked by project 926 should probably have the same name as the project (Long Range Crystal Sensors)
      • Component 418 could instead be renamed Extended Range Crystal Sensors or Advanced Long Range Crystal Sensors
      • Or Component 418 could be v2 of Component 417 instead of 2 different components
      • Otherwise could swap the names of the Research Projects
    • 928 - Creature Engineering:
      • Research is Repeatable (Repeatable Tech Limit = 1000), but only unlocks an Empire Wonder without any other benefits
      • Does it increase limit of facilities that can be built in empire?
      • Does it confer other benefits not shown in XML files?
      • If not, does Shakturi AI waste time researching this over and over?
    • 929 - Planetary Species Enhancement:
      • Research improves components (Crew Systems)
      • Repeatable Tech Limit = 1
      • Should probably have Repeatable Tech Limit = 1000 (probably confused this value with research project 928 - Creature Engineering ?)
      • Or value is correct to avoid stacking too many bonuses?
    • 933 - Super Soldiers:
      • Tech Level 9 (Row 186)
      • Size is cheaper by half than Tech Level 8 research in same row (932 - Self-Sufficient Soldiers), which is a requirement to research this one
      • But Resource & Initiation Cost are double the previous research
      • Is repeatable, so maybe is OK for balance?
    • 934 - Enhanced Crew:
      • Research improves components (Crew Systems)
      • Repeatable Tech Limit = 1
      • Should probably have Repeatable Tech Limit = 1000
      • Or value is correct to avoid stacking too many bonuses?
    • 935 - Radiation Resistant Crew:
      • Research improves components (Crew Systems)
      • Repeatable Tech Limit = 1
      • Should probably have Repeatable Tech Limit = 1000
      • Or value is correct to avoid stacking too many bonuses?
    • 936 - Self-Sufficient Crew:
      • Does not require same resources to initiate as previous research projects in tree (missing 9 - Mebnar, 10 - Aculon, 13 - Carbonite, 77 - Dyrillium Quartz, 78 - Hexodorium)
      • Still requires 8 - Steel and 12 - Polymer, which also required by previous projects
      • Does not provide Boarding Assault & Boarding Defense empire bonuses like previous projects
      • Research improves components (Crew Systems)
      • Repeatable Tech Limit = 1
      • Should probably have Repeatable Tech Limit = 1000
      • Or value is correct to avoid stacking too many bonuses?
    • 937 - Natural Spacers:
      • Does not require same resources to initiate as previous research projects in tree (missing 8 - Steel and 12 - Polymer)
      • Still requires 9 - Mebnar, 10 - Aculon, 13 - Carbonite, 77 - Dyrillium Quartz, 78 - Hexodorium, which also required by previous projects
      • Does not provide improvements to Crew Systems like previous projects
      • Has Repeatable Tech Limit = 1000
    • 950 - Shakturi Ultimate Psi Virus:
      • Tech Level 10, but has same Size = 95040 as Tech Level 9 before it (949 - Shakturi Advanced Psi Virus)
      • Should probably have increased Size
      • Initiation Cost increased normally
    • 961 - Shakturi Psionic Virus:
      • Should probably change name to "Cure Shakturi Psionic Virus" or similar (Counter/Investigate/etc) to avoid confusion with other research
    • 962 - Enhanced Psionic Virus:
      • Should probably change name to "Cure Enhanced Psionic Virus" or similar (Counter/Investigate/etc) to avoid confusion with other research
    • 963 - Advanced Psionic Virus:
      • Should probably change name to "Cure Advanced Psionic Virus" or similar (Counter/Investigate/etc) to avoid confusion with other research
    • 964 - Ultimate Psionic Virus:
      • Should probably change name to "Cure Ultimate Psionic Virus" or similar (Counter/Investigate/etc) to avoid confusion with other research
      • Tech Level 9, but has same Size = 86400 as Tech Level 8 before it (963 - Advanced Psionic Virus)
      • Should probably have increased Size
      • Initiation Cost increased normally
    • 989,992 - Plasma Super Weapons:
      • Both have the same name
      • Should probably rename 992 to "Boskaran Plasma Super Weapons"
      • Should probably rename 989 to "Shakturi Plasma Super Weapons"
    • 991,993,994 - Super Beam Weapons:
      • Same issue as 998 & 992
    • 995,996 - Projectile Super Weapons:
      • Same issue as 998 & 992
    • 1019 - Planetary Core Experiments:
      • Specific research path for Boskara
      • But Boskara not listed as the only allowable race to be able to research
    • 1020 - Pulse Wave Super Weapons:
      • Costs 6000 Nekros Stone (other Pulse Wave research also only costs Nekros Stone) and no other resource requirements
      • Other race-specific super weapon tech projects always require Argon, Krypton, Tyderios, Aculon and Cuprica, regardless of previous research costs
    • Issue with multiple Planetary Defense Facilities Research Projects:
      • Mk1:
        • 66 - Massive Missile Weapons: requires Weapons Research Bonus level = 20%
        • 73 - Massive Rail Guns: requires Weapons Research Bonus level = 20%
        • 998 - Planetary Energy Weapons: does not require Weapons Research Bonus level
        • 999 - Planetary Ion Weapons: does not require Weapons Research Bonus level
        • 1000 - Planetary Area Weapons: does not
        • 1001 - Planetary Torpedo Weapons: does not
      • Mk2:
        • 107 - Massive Energy Beams: requires Weapons Research Bonus level = 40%
        • 113 - Massive Ion Weapons: requires Weapons Research Bonus level = 40%
        • 115 - Massive Area Weapons: requires Weapons Research Bonus level = 40%
        • 121 - Massive Gravitic Control: requires Weapons Research Bonus level = 40%
        • 125 - Massive Torpedo Weapons: requires Weapons Research Bonus level = 50%
        • 131 - Integrated Missile Defenses: requires Weapons Research Bonus level = 40%
        • 136 - Rail Gun Defense Network: requires Weapons Research Bonus level = 40%
        • 177 - Core-Linked Gravitic Control: requires Weapons Research Bonus level = 70%
      • Mk3:
        • 163 - Core-Linked Energy Beams: requires Weapons Research Bonus level = 50%
        • 169 - Core-Linked Ion Weapons: requires Weapons Research Bonus level = 70%
        • 172 - Core-Linked Area Weapons: requires Weapons Research Bonus level = 70%
        • 180 - Core-Linked Torpedo Weapons: requires Weapons Research Bonus level = 70%
        • 184 - Fortified Missile Defenses: requires Weapons Research Bonus level = 70%
        • 189 - Fortified Rail Gun Defenses: requires Weapons Research Bonus level = 70%
    COMPONENTS:
    • 3 - Graviton Flux Projector (L):
      • Has Component Interception Targeting Bonus = -20%, but has no Interception capabilities
    • 13 - Intimidator Surge Blast (L):
      • Volley Shots = 1 but Volley Fire Rate = 1 (should be 0 probably)
    • 24 - Firestorm Torpedo (Ftr):
      • Countermeasure Bonus increases by +4% for each version, but for version 4 it only increases by +2% (54, 58, 62, 64)
    • 41 - Annihilator Shock Mines (L):
      • Fire Rate increases from 17 (v1, v2) to 20 (v3) => Becomes slower/worse
      • Interception Fire Rate stays the same for all versions (21.25)
    • 45 - Hail Cannon (Ftr):
      • Shield bypass increases from 40% (v1) to 50% (v2 and v3) - inconsistent with other weapons that keep it the same
    • 50 - Bulwark Missile Battery (S):
      • Weapon Type = Close In, but should probably be = Standoff like other Missiles
    • 73 - Quantum Burst (X):
      • Is the only end-game planet destroyer weapon component with Ion Damage (Area)
      • Category = Weapon - Area, but should probably belong to Category = Weapon - Ion (characteristics more similar to Ion Bomb (L) than other Area Weapons)
      • Does not have Ion Damage vs Sensors (probably should have considering its status)
      • Does not have General Ion Damage (probably should have considering its status)
    • 194 - Phased Beam Array (L):
      • Has no Resource Cost
      • Interception stats (Range, Fire Rate, Energy per Shot) filled in but all Interception damage is 0 (all versions) => Wasted as Interception?
    • 220 - Graviton Beam (Ftr):
      • Has no Resource Cost
    • 223 - Graviton Beam (M):
      • Has no Resource Cost
    • 235 - Firestorm Torpedo (S):
      • Countermeasure Bonus increases by +4% for each version, but for version 4 it only increases by +2% (54, 58, 62, 64)
    • 246 - Star Beam (S):
      • Interception Damage vs Fighter & vs Seeking v1 - v4 = 8, 10, 14, 21
      • But for 244 - Star Beam (Ftr) = 8, 10, 18, 22 (Ftr v3 and v4 more powerful interception than S - could be intentional?)
    • 249 - Star Beam (M):
      • Interception Damage vs Fighter & vs Seeking v1 - v4 = 8, 10, 14, 21
      • But for 244 - Star Beam (Ftr) = 8, 10, 18, 22 (Ftr v3 and v4 more powerful interception than M - could be intentional?)
    • 273 - Quantum Capacitors:
      • Version 1 does not consume energy to recharge shields (ShieldRechargeEnergyUsage variable is missing)
      • Version 2 consumes 1 energy for recharge (ShieldRechargeEnergyUsage = 1)
      • Version 3 consumes 1 energy for recharge (ShieldRechargeEnergyUsage = 1). Should probably increase energy usage to 2?
    • 274 - Megatron Z4 Shields (Ftr):
      • Shield penetration chance for versions 1 - 5 = 20%, 10%, 5%, 0%, 0%
      • The regular Megatron Z4 Shields (272) has shield penetration chance for version 1 - 5 = 20%, 10%, 5%, 3%, 0%
      • This component's version 4 should probably have Shield penetration chance = 3% (0.03) like version 4 of the regular component
      • Penetration ratio should be changed accordingly
    • 294 - Resonant Graviton Beam (Ftr):
      • Has no Resource Cost
      • Interception Damage vs Direct Fire drops from 9 (v1) to 8 (v2), then increases to 13 (v3)
    • 297 - Shockwave Torpedo (L):
      • Has Component Interception Targeting Bonus = -10%, but has no Interception capabilities
    • 307 - Wormhole Drive:
      • Static Energy Usage for versions 1 to 5 increases: 4, 5, 7, 8, 10
      • No other HyperDrive increases its static energy usage as version goes up
      • Probably confused with Component Ion Defense, as it has the exact same values across all versions
    • 314 - Planetary Gravitic Net:
      • Planetary Defense component
      • Devs increased the Range of other Tractor Beams by x2 at least
      • This component's Range has stayed the same. Its version 1 range is less than some other Tractor Beams. Its version 2 is slightly better than most Tractor Beams
      • Tractor Beam Range should increase for this component as well to bring its impact back to a comparable level as before?
    • 320-321 - Crystalline Beam (Neutron & Black Hole):
      • Have less Weapon Damage (all versions) compared to other Crystalline Beams, but increased Range
      • Have Armor Bypass = 75% while other Crystalline Beam types have 0% => Worse
      • Have Shield Bypass = 30% while other Crystalline Beam types have 0% => Worse
    • 322 - Space Slug Gravion Pulse:
      • Damage Type is Impact, but should probably be Area Effect (has Area Effect damage)
    • 324 - Planetary Defense Battery:
      • Shield Bypass increases from 40% (v1 and v2) to 50% (v3 and v4) => This makes the weapon deal less damage overall due to how shield bypass works. Should probably stay 40% like other weapon components.
      • Countermeasure Bonus increases by +4% for each version, but for version 2 it only increases by +2% (64, 66, 70, 74). Should probably be 64, 68, 72, 76 OR 62, 66, 70, 74
    • 325 - Planetary Beam Defense:
      • Armor Bypass increases from 20% (v1, v2) to 35% (v3) => This makes the weapon deal less damage overall due to how armor bypass works. Should probably stay 20% like other weapon components.
      • Interception Component Targeting Bonus = 50% for version 1 and version 2, but increases to 60% for version 3. Version 2 should probably be 55% to increase consistently like other weapon components that increase this.
      • For version 1 Weapon Range = 5275, but Intercept Range = 4360. Weapon Range should probably be equal to Intercept Range (=4360) like other versions (version 2, both Ranges = 5275, version 3 both ranges = 6380)
    • 326 - Planetary Giant Ion Cannon:
      • Countermeasure bonus increases by +4% from version 1 to version 2 (66 -> 70), but stays the same from version 2 to version 3 (70). Should probably be 66, 70, 74
      • Interception Component Targeting Bonus = 40% for version 1 and version 2, but increases to 50% for version 3. Version 2 should probably be 45% to increase consistently like other weapon components that increase this.
      • For version 1 Weapon Range = 2730, but Intercept Range = 3300. Weapon Range should probably be equal to Intercept Range (=2730) like other versions (version 2, both Ranges = 3300, version 3 both ranges = 4100)
    • 327 - Planetary Mine Projectors:
      • Countermeasure bonus increases by +11% from version 1 to version 2 (46 -> 57), and then increases by +4% from version 2 to version 3 (57 -> 61). Should probably be 53, 57, 61
      • Component Targeting Bonus = 60% for version 1 and version 2, but increases to 70% for version 3. Version 2 should probably be 65% to increase consistently like other weapon components that increase this.
      • For version 1 - 3: Weapon Range = 2430, 3500, 4200, but Intercept Range = 2040, 2040, 2450. Intercept Range should probably increase for version 2, like Weapon Range has. Also, other Planetary Defense Facilities have the same Weapon Range and Intercept Range, while this one has less Intercept Range than Weapon Range. Intercept Range should probably be 2430, 3500, 4200
      • Damage Fall-Off Ratio for version 1 = 15%, but for version 2 and 3 = 5%. Version 1 Fall Off Ratio should probably also be 5% (Does not change for other weapon components)
      • Weapon Speed for version 1 = 210, but for version 2 and 3 = 250. Version 1 Speed should probably also be 250
      • Area Wave Speed for version 1 = 300, but for version 2 = 290 (version 2 becomes worse). Then for version 3 increases to 350. Version 1 Area Wave Speed should probably be 200
    • 328 - Planetary Torpedo Launcher:
      • Countermeasure bonus increases by +4% from version 1 to version 2 (56 -> 60), but stays the same from version 2 to version 3 (60). Should probably be 56, 60, 64
      • Component Targeting Bonus = 40% for version 1 and version 2, but increases to 50% for version 3. Version 2 should probably be 45% to increase consistently like other weapon components that increase this.
      • For version 1 Weapon Range = 5200, but Intercept Range = 7500. Weapon Range should probably be equal to Intercept Range (=5200) like other versions (version 2, both Ranges = 7500, version 3 both ranges = 9000)
      • Damage Fall-Off Ratio for version 1 = 11%, but for version 2 and 3 = 10%. Version 1 Fall Off Ratio should probably also be 10% (Does not change for other weapon components)
      • Weapon Speed for version 1 = 350, but for version 2 = 450 and version 3 = 475. Version 1 to Version 2 increase is too big compared to version 2 to version 3. Should probably change version 1 to 425.
      • Area Wave Speed for version 1 = 300, but for version 2 = 290 (version 2 becomes worse). Then for version 3 increases to 350. Version 1 Area Wave Speed should probably be 200
      • Fire Rate for version 1 and version 2 = 7.5, but for version 3 = 7. Should either reduce fire rate for version 2, or keep it the same for all versions (increase pattern is inconsistent with other weapon components). Interception Fire Rate has the same issue (goes 2.34, 2.34, 2.19)
    • 377 - Reactive Hex Armor (Ftr):
      • Gizurean unique armor
      • Has 2 versions, while its normal component (375) has only 1 version
      • Normal component upgrades to 376 - Dense Hex Armor, while this component upgrades to v2
      • Should probably replace its v2 with an Ftr version 1 for Dense Hex Armor
    • 382 - Hail Cannon (M):
      • Crew Required = 8, but for S size Crew required = 16 (M requires less crew than S)
      • Static Energy Use = 1, but for S Static Energy Use = 5 (M requires less static energy than S)
      • Shield bypass increases from 40% (v1) to 50% (v2 and v3) - inconsistent with other weapons that keep it the same
    • 389 - Psychic Shield:
      • Has no resource cost
    • 390 - Shakturi Psychic Amplifier:
      • Has no resource cost
      • Volley Shots = 1 but Volley Fire Rate = 1 (should be 0 probably)
      • Has Component Interception Targeting Bonus = 10%, but has no Interception capabilities => Wasted as Interception?
      • Version 1 has no Psychic Control (version 2 = 20, version 3 = 30). Should probably have Psychic Control = 10?
      • Version 1 consumes 100 Energy per Shot, Version 2 and Version 3 both consume 120 Energy per Shot. Version 3 should probably increase to 140 or Version 2 should probably change to 110?
    • 391 - Rift Beam:
      • Weapon Category = Standoff, but should probably belong to Ion category? (similar to Ardilus Lightning Arc, which is Weapon - Ion)
    • 398 - Super Laser (X):
      • Another component already exists with this name (368)
      • Should probably rename to "Ackdarian Super Laser (X)"
    • 402 - Super Projectile Gun (X):
      • Should probably rename to "Human Super Rail Gun (X)"
      • Belongs to Missiles family, but should probably be Rail Guns
    • 403 - Mortalen Super Rail Gun (X):
      • Belongs to Missiles family, but should definitely be Rail Guns based on name
      • Mortalen specialty weapon is Torpedoes. Why is their Planetary Destroyer Weapon in Missile families or has Rail Gun in the name?
    • 404 - Super Ion Bomb (X):
      • Overal damage seems underwhelming compared with other Planet Destroyer weapons (32 Raw Damage vs 2000000 for other super weapons - should probably be 3200)
      • Ion damage is only slightly better than other Ion Area Weapons
      • Fall Off ratio = 10% (for other super weapons = 1%)
      • Range is half of other super weapons
      • Fire rate is 10 times higher, but doesn't make up for reduced damage
      • No bombardment capabilities
    • 406 - Robotic Troop Foundry:
      • Special component for Quameno
      • Troop Recruitment Definition ID = 73 refers to Wekkarus Armored Forces troop = "Manta Tank Fever"
      • Should probably refer to Troop ID = 0 (Battle Robot Brigade) or a Quameno troop instead?
    • 407 - Super Gravitic Pulse (X):
      • Overal damage seems underwhelming compared with other Planet Destroyer weapons (240 Raw Damage vs 200000 for other super weapons - should probably be 2400)
      • Fall Off ratio = 10% (for other super weapons = 1%)
      • Range is half of other super weapons
      • Fire rate is 10 times higher, but doesn't make up for reduced damage
      • Interception Energy per Shot = 168, but regular Energy per Shot = 88. Fire Rate is the same.
      • Has Interception Ion Damage Ratio = 100%, but doesn't do any Ion Damage
    • 411 - Pulse Wave Cannon (ftr):
      • Has name "Pulse Wave Cannon (ftr)", but should have name "Pulse Wave Cannon (Ftr)" (Capitalize F in Ftr)
    • 412 - Pulse Wave Cannon (L):
      • Weapon Category = Standoff, but other sizes (S, M) belong to category Close In
      • Damage Fall Off Ratio on version 1 is 20%, then increases to 25% for version 2, then decreases back to 20% for versions 3 and 4. Should probably correct version 2 back to 20% as well.
    • 419 - Super Pulse Wave Cannon (X):
      • Costs only Nekros Stone to produce, while other planetary destroyer weapons cost Argon, Krypton, Tyderios, Aculon and Cuprica. Value of overall resources needed to construct this is 1/5th the sum of resources needed to construct other planetary destroyer weapons.
      • Targeting Bonus = -20%, while other planetary destroyer weapons have targeting bonus = -30%
      • Damage Fall Off Ratio = 2%, while other planetary destroyer weapons have fall off ratio = 1%
      • Armor Bypass = 50%, while other planetary destroyer weapons have armor bypass = 35%
    • 420 - The Boom Device (X):
      • Targeting Bonus = -20%, while other planetary destroyer weapons have targeting bonus = -30%
      • Damage Fall Off Ratio = 2%, while other planetary destroyer weapons have fall off ratio = 1%
      • Armor Bypass = 50%, while other planetary destroyer weapons have armor bypass = 35%
      • Has a special Weapon Category, but its exactly the same as a Super Pulse Wave Cannon (X)
    HULLS
    • ALL/MULTIPLE RACES:
      • Large Space Port:
        • Some races have 4 Large Weapon Bays have Arcs = 1.571 = 180 degrees and 4 Large Weapon Bays with Arcs = 0.785 = 90 degrees.:
          • 308 (Mortalen)
          • 331 (Human)
          • 354 (Teekan)
          • 377 (Ackdarian)
          • 829 (Ikkuro)
          • 1001 (Quameno)
          • 1088 (Gizurean)
        • Some races have 8 Large Weapon Bays with Arcs = 0.785 = 90 degrees:
          • 285 (Haakonish)
          • 618 (Zenox) + Issue with Medium Weapon Bay Arcs*
          • 703 (Boskara) + Issue with Medium Weapon Bay Arcs*
          • 1274 (Wekkarus)
          • 1360 (Atuuk)
          • Issue with Medium Weapon Bay Arcs: These races also have all their Medium Weapon Bays with Arcs = 0.785 = 90 degrees, but other races have 4 of their Medium Weapon Bays with Arcs = 1.963 = 225 degrees
        • Dhayut (914) only have 4 Large Weapon Bays (Arcs = 0.785 = 90 degrees). They are missing 4 more Large Weapon Bays. In their place they have 4 Medium Weapon Bays (Arcs = 1.571 = 180 degrees)
        • Shakturi (1174) only have 4 Large Weapon Bays (Arcs = 1.571 = 180 degrees). They are missing 4 more Large Weapon Bays. In their place they have 4 Medium Weapon Bays (Arcs = 0.785 = 90 degrees)
    • HUMAN:
      • 152 - Large Freighter:
        • Has 1 Small Weapon Bay with Arc = 1.963 = 225 degrees, while other races have 1 Small Weapon Bay with Arc = 2.356 = 270 degrees
      • 160 - Large Colony Ship:
        • Has 1 Medium Weapon Bay (Size 39) + 1 Small Weapon Bay (Size 19), while other races have 2 Medium Weapon Bays (Size 39), but Arcs are OK
      • 388 - Gyrfalcon Interceptor (Level 8):
        • Has name "Gyrfaclon Interceptor" instead of "Gyrfalcon Interceptor v2" (Same name as previous version)
      • 389 - Gyrfalcon Interceptor (Level 12):
        • Has name "Gyrfaclon Interceptor" instead of "Gyrfalcon Interceptor v3" (Same name as previous versions)
      • 1209 - Gyrfalcon Interceptor (Level 13):
        • Has name "Gyrfaclon Interceptor" instead of "Gyrfalcon Interceptor v4" (Same name as previous versions)
      • 1388 - Planet Destroyer:
        • Should probably have name "Human Planet Destroyer"
        • Has 2 less Medium Weapon Bays with Arcs = 3.142 = 360 degrees compared to other races
        • Has 2 more Medium Weapon Bays with Arcs = 1.571 = 180 degrees compared to other races
        • Should probably convert 2 Medium Weapon Bay Arcs from 1.571 to 3.142
    • ACKDARIAN:
      • 227 - Small Construction Ship:
        • Has 2 Medium Weapon Bays, while other races have 1 Medium + 1 Small Weapon Bays (Arcs are OK though)
      • 251 - Medium Exploration Ship:
        • Medium Weapon Bay 0 has Arc = 3.142 = 360 degrees, while other races have Arc = 2.356 = 270 degrees
        • Small Weapon Bay 1 is normal (3.142 = 360 degrees)
      • 261 - Large Fuel Tanker:
        • Engine Bay 6 has a Rotation Arc filled in (=3) like a Weapon Bay. Should be 0
      • 762 - Medium Fuel Tanker:
        • Engine Bay 5 has a Rotation Arc filled in (=3) like a Weapon Bay. Should be 0
      • 1384 - Planet Destroyer:
        • Should probably have name "Ackdarian Planet Destroyer"
    • TEEKAN:
      • 95 - ZimZip Attack Shuttle (Level 7):
        • Strictly worse than regular Tier 3 Attack Fighters (Level 5) (220 - Teekan Light Attack Fighter (Level 5) is also worse than other races - see below)
        • ZimZip Max Size = 60 vs Regular Max Size = 77, while having equal Hull Size (=20)
          => ZimZip has 17 less space for components, comes out to around 25-30% reduction
        • ZimZip has 7% extra countermeasures and 4% extra maneuvering (very bad exchange for space)
        • Compare with Ackdarian unique Fighter & Bomber which gets more space AND increased bonuses AND more component bays than regular equivalent starfighters
        • Next versions don't have this issue
      • 186 - Small Fuel Tanker:
        • Has both Weapon Arcs = 1.571, while other races for same ship have Arcs = 3.142
      • 220 - Light Attack Fighter:
        • Missing 1 Weapon Bay (Size = 5) compared to other Light Attack Fighters (has only 1 Size 10 Weapon Bay instead of 1 Size 10 Weapon Bay + 1 Size 5 Weapon Bay)
        • Otherwise same stats and costs.
        • 223 - Attack Fighter (next upgrade to Light Attack Fighter) is normal.
      • 397 - ZimZip Attack Shuttle (level 11):
        • Has name "ZimZip Attack Shuttle" instead of "ZimZip Attack Shuttle v2" (same name as previous version)
        • Does not have the issues of Level 6 ZimZip Attack Shuttle (95)
      • 399 - ZimZip Attack Shuttle (level 15):
        • Has name "ZimZip Attack Shuttle" instead of "ZimZip Attack Shuttle v3" (same name as previous versions)
      • 763 - Medium Fuel Tanker:
        • Has both Weapon Bays with Arcs = 1.571, while others have Weapon Arcs = 3.142
    • HAAKONISH:
      • 103 - Space Bastion (Level 1):
        • 2 Medium Weapon Bays (10 & 11) have Arcs = 0.785 (90 degrees), while other races instead have Arcs = 1.571 (180 degrees)
      • 109 - Large Colony Ship:
        • Has 1 Medium Weapon Bay (Size 39) + 1 Small Weapon Bay (Size 19), while most other races have 2 Medium Weapon Bays (Size 39), but Arcs are OK
      • 271 - Battlecruiser:
        • Weapon Bays 6 & 7 have Arc = 1.745 = 200 degrees (this Arc doesn't exist for other races)
      • 278 - Battleship:
        • Weapon Bays 6 & 7 have Arc = 1.745 = 200 degrees (this Arc doesn't exist for other races)
      • 287 - Heavy Battleship:
        • Weapon Bays 6 & 7 have Arc = 1.745 = 200 degrees (this Arc doesn't exist for other races)
        • Weapon Bays 10 & 11 have Arc = 1.047 = 120 degrees (this Arc doesn't exist for other races)
      • 291 - Dreadnought:
        • Weapon Bays 6 & 7 have Arc = 1.745 = 200 degrees (this Arc doesn't exist for other races)
        • Weapon Bays 10 & 11 have Arc = 1.047 = 120 degrees (this Arc doesn't exist for other races)
      • 97, 273-276, 280-283 (Cruisers Level 0 - 8):
        • Have only 1 Large Sensor Bay, while other Haakonish military ships have at least 2 Large Sensor Bays.
      • 285 - Large Space Port:
        • All Large Weapon Bays have Arcs = 0.785 = 90 degrees (other races have 4 Large Weapon Bays with Arcs = 1.571, and the rest of Large Weapons with Arcs = 0.785)
      • 764 - Medium Fuel Tanker:
        • Has both Weapon Bays with Arcs = 1.571 = 180 degrees, while others have Weapon Arcs = 3.142 = 360 degrees
      • 1389 - Planet Destroyer:
        • Should probably have name "Haakonish Planet Destroyer"
        • Has 3 less Medium Weapon Bays with Arcs = 3.142 = 360 degrees compared to other races
        • Has 3 more Medium Weapon Bays with Arcs = 1.571 = 180 degrees compared to other races
        • Should probably convert 3 Medium Weapon Bay Arcs from 1.571 to 3.142
        • Has an extra General Bay with Size = 150 (weird size)
    • MORTALEN:
      • 12 - Small Mining Ship:
        • Has 1 Medium Weapon Bay (Size 39), while other races have 1 Small Weapon Bay (Size 19), but Arcs are OK
      • 110 - Large Colony Ship:
        • Has 1 Medium Weapon Bay (Size 39) + 1 Small Weapon Bay (Size 19), while most other races have 2 Medium Weapon Bays (Size 39), but Arcs are OK
      • 1385 - Planet Destroyer:
        • Should probably have name "Mortalen Planet Destroyer"
      • According to Mortalen Faction Refresh, all Ships and Stations have +1 Reactive Armor Rating, but the ShipHulls XML file for Mortalen does not show this (same Reactive Armor Rating as other races)
    • BOSKARA:
      • 654 - Small Troop Transport:
        • Has 2 Small Weapon Bays with Arcs = 1.963 = 225 degrees, while other races have 2 Small Weapon Bays with Arcs = 3.142 = 360 degrees
      • 659 - Small Fuel Tanker:
        • Has both Weapon Arcs = 1.571 = 180 degrees, while other races for same ship have Arcs = 3.142 = 360 degrees
      • 661 - Resort Station:
        • Has Countermeasures bonus = 0%, while other races have Countermeasure bonus = -5%
      • 666 - Medium Troop Transport:
        • Has 2 Small Weapon Bays with Arcs = 1.963 = 225 degrees, while other races have 2 Small Weapon Bays with Arcs = 1.571 = 180 degrees
        • The third Small Weapon Bay (Arc = 3.142) is normal
      • 690 - Light Carrier:
        • Has Countermeasures bonus = 0%, while other races have Countermeasure bonus = -5%
      • 697 - Carrier:
        • Has Countermeasures bonus = 0%, while other races have Countermeasure bonus = -10%
      • 701 - Heavy Cruiser:
        • Has Damage Reduction = 0%, while other Boskara hulls have Damage Reduction = -10%
      • 703 - Large Space Port:
        • All Medium Weapon Bays have Arcs = 0.785 = 90 degrees, but other races have 4 Medium Weapon Bays with Arcs = 1.963 = 225 degrees and the rest of Medium Weapon Bays with Arcs = 0.785 = 90 degrees
        • Also issue with Large Weapon Bay Arcs mentioned above (see All Races section)
      • 706 - Heavy Carrier:
        • Has Countermeasures bonus = 0%, while other races have Countermeasure bonus = -10%
      • 710 - Fleet Carrier:
        • Has Countermeasures bonus = 0%, while other races have Countermeasure bonus = -10%
      • 766 - Medium Fuel Tanker:
        • Has both Weapon Bays with Arcs = 1.571 = 180 degrees, while others have Weapon Arcs = 3.142 = 360 degrees
      • 1390 - Planet Destroyer:
        • Should probably have name "Boskara Planet Destroyer"
        • Should probably have Damage Reduction = -10% like other Boskara ships?
    • ZENOX:
      • 227 - Small Construction Ship:
        • Has 1 Medium Weapon Bay (Size 39) only, while other races have 1 Medium (39) + 1 Small Weapon (19) Bays (Arcs are OK though) => Missing 1 Small Weapon Bay (Size 19) with Arc = 2.356 (270 degrees)
      • 562 - Small Mining Ship:
        • Has 2 Small Weapon Bays (Size 19), while other races have 1 Small Weapon Bay (Size 19), but Arcs are OK
      • 569 - Small Troop Transport:
        • Both Weapon Bays have Arcs = 1.571 = 180 degrees, while other races have Arcs = 3.142 = 360 degrees
        • Should have Stealth Rating = 10 like other Zenox Military Ships?
      • 574 - Small Fuel Tanker:
        • Both Weapon Bays have Arcs = 1.963 = 225 degrees, while other races have Arcs = 3.142 = 360 degrees
        • Should have Stealth Rating = 10 like other Zenox Military Ships?
      • 576 - Resort Station:
        • Has Countermeasures bonus = 0%, while other races have Countermeasure bonus = -5%
      • 581 - Medium Troop Transport:
        • Should have Stealth Rating = 10 like other Zenox Military Ships?
      • 594 - Large Fuel Tanker:
        • In Weapon Bays 1 + 2 has 2 Small Weapon Bays with Arcs = 1.963 = 225 degrees, while other races in same positions have 2 Small Weapon Bays with Arcs = 1.571 = 180 degrees
        • Weapon Bay 0 is OK
        • Should have Stealth Rating = 10 like other Zenox Military Ships?
      • 598 - Large Troop Transport:
        • Should have Stealth Rating = 10 like other Zenox Military Ships?
      • 604 - Battlecruiser:
        • Weapon Bays 6 & 7 have Arc = 1.18 = 135 degrees (this Arc doesn't exist for other races)
      • 605 - Light Carrier:
        • Has Countermeasures bonus = 0%, while other races have Countermeasure bonus = -5%
      • 610 - Massive Troop Transport:
        • Should have Stealth Rating = 10 like other Zenox Military Ships?
      • 611 - Battleship:
        • Weapon Bays 7 & 8 have Arc = 1.18 (this Arc doesn't exist for other races)
      • 612 - Carrier:
        • Has Countermeasures bonus = 0%, while other races have Countermeasure bonus = -10%
      • 617 - Expedition Transport:
        • Should have Stealth Rating = 10 like other Zenox Military Ships?
      • 618 - Large Space Port:
        • All Medium Weapon Bays have Arcs = 0.785 = 90 degrees, but other races have 4 Medium Weapon Bays with Arcs = 1.963 = 225 degrees and the rest of Medium Weapon Bays with Arcs = 0.785 = 90 degrees
        • Also issue with Large Weapon Bay Arcs mentioned above (see All Races section)
      • 620 - Heavy Battleship:
        • Weapon Bays 8 & 9 have Arc = 1.18 (this Arc doesn't exist for other races)
      • 621 - Heavy Carrier:
        • Has Countermeasures bonus = 0%, while other races have Countermeasure bonus = -10%
      • 622 - Army Transport:
        • Should have Stealth Rating = 10 like other Zenox Military Ships?
      • 624 - Dreadnought:
        • Weapon Bays 8 & 9 have Arc = 1.18 (this Arc doesn't exist for other races)
      • 625 - Fleet Carrier:
        • Has Countermeasures bonus = 0%, while other races have Countermeasure bonus = -10%
      • 627-641 - All Starfighters:
        • Should have Stealth Rating = 10 like other Zenox Military Ships?
      • 767 - Medium Fuel Tanker:
        • Both Weapon Bays have Arcs = 1.963 = 225 degrees, while other races have Arcs = 3.142 = 360 degrees
        • Should have Stealth Rating = 10 like other Zenox Military Ships?
      • 1394 - Planet Destroyer:
        • Should probably have name "Zenox Planet Destroyer"
        • Should probably have Stealth = 10 like other Zenox Military ships?
        • Has a Weapon Bay with Size = 100 (weird size) and Arc = 0.262 = 30 degrees
        • Has only 7 Medium Weapon Bays (Size = 39) with Arcs = 3.142 = 360 degrees, while other races have 8 such Weapon Bays. Should probably convert 1 Medium Weapon Bay with Arc = 1.571 = 180 degrees to Arc = 3.142 = 360 degrees
        • This Bay should probably have Size = 200 to accomodate Planet Destroyer Weapon? Or be converted to a Large Weapon Bay (Size = 120) instead?
        • Has an extra Defense Bay with Size = 150, but there's no apparent component that would need this?
        • Has an extra General Bay with Size = 150
    • IKKURO (AURORA DLC):
      • 770 - Small Space Port (v1):
        • Has 2 Medium Weapon Bays with Arcs = 0.785 = 90 degrees, while others have 2 Medium Weapon Bays with Arcs = 2.356 = 270 degrees in their place
      • 781 - Small Space Port v2:
        • Has 2 Medium Weapon Bays with Arcs = 0.785 = 90 degrees, while others have 2 Medium Weapon Bays with Arcs = 2.356 = 270 degrees in their place
      • 782 - Small Colony Ship:
        • Has Max size = 525, while others have Max Size = 500 (but same Hull Size = 150) => 25 MORE available space compared to others.
        • Should have Max Size = 500 and Hull Size = 150 (already 150)
        • Has 1 extra Defense Bay compared to others (3 vs 2)
        • Has 1 extra General Bay compared to others (14 vs 13)
        • Intentionally better than others?
      • 804 - Medium Colony Ship:
        • Has Max size = 700, while others have Max Size = 675 (but same Hull Size = 225) => 25 MORE available space compared to others.
        • Should have Max Size = 725 and Hull Size = 225 (already 225)
        • Has 1 extra Defense Bay compared to others (4 vs 3)
        • Has 1 extra General Bay compared to others (15 vs 14)
        • Intentionally better than others?
      • 814 - Large Colony Ship:
        • Has Max size = 735, while others have Max Size = 710 (but same Hull Size = 235) => 25 MORE available space compared to others.
        • Should have Max Size = 710 and Hull Size = 235 (already 235)
        • Has 2 Medium Weapon Bays (Size 39), while other races have 1 Medium Weapon Bay (Size 39) + 1 Small Weapon Bay (Size 19), but Arcs are OK
        • Has 1 extra Defense Bay compared to others (4 vs 3)
        • Has 1 extra General Bay compared to others (17 vs 16)
        • Intentionally better than others?
      • 830 - Massive Colony Ship:
        • Has Max size = 1300, while others have Max Size = 1275 (but same Hull Size = 425) => 25 MORE available space compared to others.
        • Should have Max Size = 1275 and Hull Size = 425 (already 425)
        • Has 1 extra Defense Bay compared to others (4 vs 3)
        • Has 1 extra General Bay compared to others (21 vs 20)
        • Intentionally better than others?
      • 834 - World Ship:
        • Has Max size = 1525, while others have Max Size = 1500 (but same Hull Size = 500) => 25 MORE available space compared to others.
        • Should have Max Size = 1500 and Hull Size = 500 (already 500)
        • Has 1 extra Defense Bay compared to others (5 vs 4)
        • Has 1 extra General Bay compared to others (21 vs 20)
        • Intentionally better than others?
      • 838 - Basic Fighter:
        • Has 2 Starfighter Small Weapon Bays (Size = 5) instead of 1 Small Weapon Bay like others
      • 842 - Light Attack Fighter:
        • Has 2 Starfighter Small Weapon Bays (Size = 5), while other races have 1 Large (Size = 10) + 1 Small (Size = 5)
      • 846 - Advanced Interceptor:
        • Has 1 Small SF Weapon Bay (Size 5) + 1 Large SF Weapon Bay (Size = 10), instead of 2 Small (Size = 5), like others
      • 1393 - Planet Destroyer:
        • Should probably have name "Ikkuro Planet Destroyer"
    • DHAYUT (AURORA DLC):
      • 854 - Monitoring Station (Level 0):
        • Has Hull Size = 250 (Max Size = 650), while others have Hull Size = 225 (Max Size = 650) => 25 less available space
        • Should have Hull Size = 225 and keep Max Size the same
        • Has 1 extra Defense Bay compared to others (5 vs 4)
        • Has 1 extra General Bay compared to others (15 vs 14)
        • Costs 150 Steel + 150 Aculon + 150 Polymer, while for others costs 135 Steel + 135 Aculon + 135 Polymer
      • 859 - Small Freighter:
        • Weapon Bay has Arc = 3.142 = 360 degrees, while others have Arc = 2.356 = 270 degrees
      • 865 - Small Troop Transport:
        • Both Weapon Bays have Arcs = 1.571 = 180 degrees, while others have Arcs = 3.142 = 360 degrees
      • 870 - Small Fuel Tanker:
        • Both Weapon Bays have Arcs = 1.571 = 180 degrees, while others have Arcs = 3.142 = 360 degrees
      • 872 - Resort Station:
        • Countermeasures Bonus = 10%, while for others = -5%
      • 152 - Large Freighter:
        • Has 1 Small Weapon Bay with Arc = 3.142 = 360 degrees, while other races have 1 Small Weapon Bay with Arc = 2.356 = 270 degrees
      • 906 - Massive Troop Transport:
        • Has 1 Large + 3 Small Weapon Bays, while other races have 4 Small
        • The Large Weapon Bay (Size 120) has an Arc = 1.571 = 180 degrees, while other races have a Small (Size 39) with Arc = 3.142 = 360 degrees in its place
      • 914 - Large Space Port:
        • Has only 4 Large Weapon Bays, while others have 8
        • Has 4 Medium Weapon Bays (Size 39) with Arcs = 1.571 = 180 degrees, in place of the 4 Large Weapon Bays it should have
        • Also issue with Weapon Bay Arcs mentioned above (see All Races section)
      • 922 - Sector Space Port:
        • Has only 4 Large Weapon Bays, while others have 8
        • The missing 4 Large Weapon Bays (Size 120) with Arcs = 0.785 = 90 degrees are replaced with 4 Medium Weapon Bays (Size 39) with Arcs = 0.785 = 90 degrees
      • 938 - Medium Fuel Tanker:
        • Both Weapon Bays have Arcs = 1.571 = 180 degrees, while others have Arcs = 3.142 = 360 degrees
      • 1386 - Planet Destroyer:
        • Should probably have name "Dhayut Planet Destroyer"
    • GIZUREAN (DISCOVERY DLC):
      • 1045 - Resort Station:
        • Has Countermeasures bonus = 10% instead of Countermeasures bonus = -5% like other races
      • 1063 - Medium Colony Ship:
        • Has weapon arcs = 1.963 = 225 degrees instead of weapon arcs = 2.356 = 270 degrees like other races
      • 1387 - Planet Destroyer:
        • Should probably have name "Gizurean Planet Destroyer"
    • QUAMENO (DISCOVERY DLC):
      • 943 - Small Construction Ship:
        • Has weapon arcs = 1.963 = 225 degrees instead of 2.356 = 270 degrees like other races (but Sizes are OK)
      • 945 - Small Mining Ship:
        • Has 1 Medium Weapon Bay instead of 1 Small like other races
      • 947 - Small Mining Station:
        • Large weapon bay has arc = 1.963 = 225 degrees instead of Arc = 3.142 = 360 degrees like other races
      • 958 - Large Mining Station:
        • Large weapon bay has arc = 1.963 = 225 degrees instead of arc = 3.142 = 360 degrees like other races
      • 959 - Resort Station:
        • Has Countermeasures bonus = 10% instead of Countermeasures bonus = -5% like other races
      • 966 - Medium Construction Ship:
        • Has weapon arcs = 1.963 = 225 degrees instead of arc = 2.356 = 270 degrees like other races
      • 969 - Medium Freighter:
        • Has weapon arc = 2.356 = 270 degrees instead of arc = 3.142 = 360 degrees like other races
      • 984 - Large Construction Ship:
        • Has weapon arcs = 1.963 = 225 degrees instead of arcs = 2.356 = 270 degrees like other races
      • 1392 - Quameno Droid Factory:
        • Has a Weapon Bay with Size = 50 (weird size) and Arc = 0.262 = 30 degrees
        • This Bay should probably have Size = 200 to accomodate Planet Destroyer Weapon? Or be converted to a Large Weapon Bay (Size = 120) instead, as Quameno have Robotic Troop Foundry special component (General Bay Component)
        • Has an extra General Bay with Size = 200 (probably to fit Robotic Troop Foundry special component) => OK?
    • SHAKTURI (STRATEGY DLC)
      • All Military Ships (Except Starfighters, Carriers, Troop Transports and Fuel Tankers):
        • Have extra Max Size compared to others => More space
        • Intentional probably?
        • Should the excepted Hull classes be exceptions?
      • 1113 - Monitoring Station:
        • Has 2 Small Weapon Bays (Size = 19) instead of 2 Medium (Size = 39) like other races, but Arcs are OK
      • 1114 - Small Space Port:
        • Has 2 more Large Weapon Bays (Size = 120) and 2 less Medium Weapon Bays (Size = 39) than other races (2 Medium replaced by 2 Large)
        • 2 Large Weapon Bays have Arcs = 2.356 = 270 degrees and 4 Large Weapon Bays have Arcs = 1.963 = 225 degrees, while others have 4 Large Weapon Bays only, all with Arcs = 1.571 = 180 degrees
        • The 2 missing Medium Weapon Bays would normally have Arcs = 2.356 = 270 degrees (other Medium Weapon Bay Arcs are normal)
      • 1125 - Small Space Port v2:
        • Has 2 more Large Weapon Bays (Size = 120) and 2 less Medium Weapon Bays (Size = 39) than other races (2 Medium replaced by 2 Large)
        • 2 Large Weapon Bays have Arcs = 2.356 = 270 degrees and 4 Large Weapon Bays have Arcs = 1.963 = 225 degrees, while others have 4 Large Weapon Bays only, all with Arcs = 1.571 = 180 degrees
        • The 2 missing Medium Weapon Bays would normally have Arcs = 2.356 = 270 degrees (other Medium Weapon Bay Arcs are normal)
      • 1129 - Small Fuel Tanker:
        • 1 Small Weapon Bay has Arc = 1.571 = 180 degrees, but other races have Arcs = 3.142 = 360 degrees (the other Small Weapon Bay with Arc = 3.142 = 360 degrees is normal)
      • 1131 - Resort Station:
        • Has Countermeasures bonus = 0% instead of Countermeasures bonus = -5% like other races
        • Has 2 Small Weapon Bays (Size = 19) instead of 2 Medium (Size = 39) like other races, but Arcs are OK
      • 1137 - Small Space Port v3:
        • Has 2 more Large Weapon Bays (Size = 120) and 2 less Medium Weapon Bays (Size = 39) than other races (2 Medium replaced by 2 Large)
        • 2 Large Weapon Bays have Arcs = 2.356 = 270 degrees and 4 Large Weapon Bays have Arcs = 1.963 = 225 degrees, while others have 4 Large Weapon Bays only, all with Arcs = 1.571 = 180 degrees
        • The 2 missing Medium Weapon Bays would normally have Arcs = 2.356 = 270 degrees (other Medium Weapon Bay Arcs are normal)
      • 1147 - Medium Space Port:
        • Has 4 more Small Weapon Bays (Size = 19) and 4 less Medium Weapon Bays (Size = 39) than other races (4 Medium replaced by 4 Small). Other races don't have any Small Weapon Bays
        • All Arcs are OK compared to other races (the 4 Small Weapon Bays have the arcs that 4 Medium should have)
      • 1148 - Space Bastion:
        • Has 2 more Large Weapon Bays (Size = 120) and 2 less Medium Weapon Bays (Size = 39) than other races (2 Medium replaced by 2 Large)
        • 2 Large Weapon Bays have Arcs = 2.356 = 270 degrees and 4 Large Weapon Bays have Arcs = 1.963 = 225 degrees, while others have 4 Large Weapon Bays only, all with Arcs = 1.571 = 180 degrees
        • The 2 missing Medium Weapon Bays would normally have Arcs = 2.356 = 270 degrees (other Medium Weapon Bay Arcs are normal)
      • 1155 - Medium Space Port v2:
        • Has 4 more Small Weapon Bays (Size = 19) and 4 less Medium Weapon Bays (Size = 39) than other races (4 Medium replaced by 4 Small). Other races don't have any Small Weapon Bays
        • All Arcs are OK compared to other races (the 4 Small Weapon Bays have the arcs that 4 Medium should have)
      • 1160 - Battlecruiser:
        • Weapon Bays 12 & 13 have Arc = 1.18 = 135 degrees (this Arc doesn't exist for other races, except Zenox as reported above)
      • 1161 - Light Carrier:
        • Does not get increased Max Size like other Shakturi Military Ships => No increased space
      • 1167 - Battleship:
        • Weapon Bays 13 & 14 have Arc = 1.18 = 135 degrees (this Arc doesn't exist for other races, except Zenox as reported above)
      • 1168 - Carrier:
        • Does not get increased Max Size like other Shakturi Military Ships => No increased space
      • 1174 - Large Space Port:
        • Has only 4 Large Weapon Bays, while others have 8
        • Has 4 Medium Weapon Bays (Size 39) with Arcs = 0.785 = 90 degrees, in place of the 4 Large Weapon Bays it should have
        • Also issue with Weapon Bay Arcs mentioned above (see All Races section)
      • 1176 - Heavy Battleship:
        • Weapon Bays 14 & 15 have Arc = 1.18 = 135 degrees (this Arc doesn't exist for other races, except Zenox as reported above)
      • 1177 - Heavy Carrier:
        • Does not get increased Max Size like other Shakturi Military Ships => No increased space
      • 1180 - Dreadnought:
        • Weapon Bays 14 & 15 have Arc = 1.18 = 135 degrees (this Arc doesn't exist for other races, except Zenox as reported above)
      • 1181 - Fleet Carrier:
        • Does not get increased Max Size like other Shakturi Military Ships => No increased space
      • 1182 - Sector Space Port:
        • Does not have any issues like previous Shakturi Space Port hulls. Same as other races
      • 1183-1197 - All Starfighters:
        • Do not get increased Max Size => More space, like other Shakturi Military Ships
      • 1198 - World Ship (Level 9):
        • Should probably have a different name to distinguish from other World Ship hulls (e.g. "Shakturi World Ship")
        • Has no resource cost => New colony gains no resources when disassembling Colony Ship, except from modules, during colonization process?
      • 1212 - Small Freighter:
        • Has 1 Small Weapon Bay with Arc = 1.963 = 225 degrees, but other races have 1 Small Weapon Bay with Arc = 2.356 = 270 degrees
      • 1214 - Research Station:
        • Has 2 Small Weapon Bays (Size = 19) instead of 2 Medium (Size = 39) like other races, but Arcs are OK
    • WEKKARUS (TACTICS DLC):
      • Ships & Stations costing less resources to produce should probably be mentioned in their description
      • Civilian ships are more fragile, but don't have more available Engine Bays like Military ships to make up for it (faction description suggests that Wekkarus ships are more fragile, but are also faster)
      • Stations are more fragile, but because they are stations, they can't take advantage of more engines. Maybe should be returned to normal, or be given some other trade-off benefit? They are still cheaper to build in terms of resources and hit points however.
      • Starfighters are more fragile, but don't have more available Engine Bays like Military Ships to make up for it.
      • 1224 - Small Troop Transport:
        • Has weapon arcs = 1.571 = 180 degrees instead of weapon arcs = 3.142 = 360 degrees like other races
      • 1231 - Resort Station:
        • Has Countermeasures bonus = 0% instead of Countermeasures bonus = -5% like other races
      • 1262 - Fast Cruiser:
        • Has equal number of Weapon Bays = 8 as Light Cruiser (1253)
        • Other races usually have 1 Less Weapon Bay compared to their Light Cruiser
        • Should probably reduce Weapon Bays to 7
      • 1287 - Light Attack Fighter:
        • Has Max Size = 66 and Hull Size = 14 => Available space = 66 - 14 = 52
        • Other races have Max Size = 69 and Hull Size = 18 => Available space = 69 - 18 = 51
        • Has 1 more available space compared to other races
        • Should probably have Max Size = 65
      • 1297 - Assault Bomber:
        • Has Max Size = 102 and Hull Size = 22 => Available space = 102 - 22 = 80
        • Other races have Max Size = 107 and Hull Size = 28 => Available space = 107 - 28 = 79
        • Has 1 more available space compared to other races
        • Should probably have Max Size = 101
      • 1395 - Planet Destroyer:
        • Should probably have name "Wekkarus Planet Destroyer"
        • Is more fragile like other Wekkarus hulls (reduced hull points and reactive rating), but doesn't have more engines as a trade-off
    • ATUUK (TACTICS DLC):
      • Ships & Stations costing less cash to produce (=> and to maintain?) should probably be mentioned in their description
      • 1298, 1307, 1308, 1309, 1318, 1319, 1320 - All Escorts & Frigates:
        • Escorts have Medium Weapon Bays (Size = 39) only, but Frigates have Small Weapon Bays only (Size = 19). Frigates still better in other regards, but maybe should have better Weapon Bays?
      • 1310 - Small Troop Transport:
        • Has weapon arcs = 1.571 = 180 degrees instead of weapon arcs = 3.142 = 360 degrees like other races
      • 1317 - Resort Station:
        • Has Countermeasures bonus = 0% instead of Countermeasures bonus = -5% like other races
      • 1333 - Medium Space Port:
        • Has 3 Medium Weapon Bays with Arcs = 0.785 = 90 degrees and 3 Medium Weapon Bays with Arcs = 1.571 = 180 degrees, while other races have 2 Medium Weapon Bays (90 degrees) and 4 Medium Weapon Bays (180 degrees)
        • Switch 1 Medium Weapon Bay with Arc = 0.785 to Arc = 1.571
      • 1346 - Battlecruiser:
        • Does not have any Large Sensor Bays (Size = 120) like other races do (have at least 1).
        • Convert 1 Small Sensor Bay (Size = 19) to 1 Large (Size = 120)?
      • 1348 - Fast Cruiser:
        • Has equal number of Weapon Bays = 8 as Light Cruiser (1339)
        • Other races usually have 1 Less Weapon Bay compared to their Light Cruiser
        • Should probably reduce Weapon Bays to 7
      • 1363 - Heavy Carrier:
        • Has 6 Weapon Bays like previous versions, but 1 Medium Weapon Bay (Size = 39) upgrades to 1 Large Weapon Bay (Size = 120)
        • Other races get increased number of Weapon Bays for this hull (usually +2 compared to Carrier and Light Carrier)
      • 1367 - Fleet Carrier:
        • Has 6 Weapon Bays like previous versions, but 1 Medium Weapon Bay (Size = 39) upgrades to 1 Large Weapon Bay (Size = 120)
        • Other races get increased number of Weapon Bays for this hull (usually +2 compared to Carrier and Light Carrier)
      • 1373 - Light Attack Fighter:
        • Only has 1 Small Starfighter Weapon Bay (Size = 5), while other races have 1 Large Starfighter Bay (Size = 10) + 1 Small Starfighter Weapon Bay (Size = 5)
      • 1396 - Planet Destroyer:
        • Should probably have name "Atuuk Planet Destroyer"
        • Has Base Cost (cash) = 63750, but should probably have Base Cost = 127500, as other Atuuk ships have a 15% cost reduction. This one gets a 57.5% cost reduction (Regular value = 150000)
        • Costs half the resources that other Planet Destroyers do
        • Changed resource and money cost intentional in case Planet Destroyer explodes through Atuuk faction bad event?
        • Lacks a Super Weapon Bay (Size = 200 & Arc = 0.262 = 30 degrees) => Why build this?
        • Has 24 Weapon Bays, while other races have 25 Weapon Bays (including Super Weapon Bay, which is missing from Atuuk)
        • Has an extra General Bay with Size = 200, but Atuuk special component is a Weapon? (Boom Device)
    • PIRATES (1, 2, 3, 4):
      • 436, 467, 498, 529 - Small Space Port (Level 0):
        • Has 4 extra Defense Bays compared to playable races
        • Intentional?
      • 440, 471, 502, 533 - Small Space Port v2 (Level 1):
        • Has 4 extra Defense Bays compared to playable races
        • Intentional?
      • 444, 475, 506, 537 - Small Space Port v3 (Level 2):
        • Has 4 extra Defense Bays compared to playable races
        • Intentional?
      • 447, 478, 509, 540 - Space Bastion (Level 1):
        • Has the exact same Component Bays as previous version (Space Bastion Level 0), while other races get 2 more General Bays, 2 more Hangar Bays, 2 more Defense Bays, and 2 more Weapon Bays
          * Other stats increase normally
      • 1205, 1206, 1207, 1208 - Cruiser (Level 0):
        • Has same size, stats, bonuses and costs as Light Cruisers (Level 0) of playable races
        • Has much more Bays than any Cruiser (any Level) of playable races
        • Should probably have a bigger size so it can accomodate more Components in designs, according to the increased number of Bays it has.
    • INDEPENDENT:
      • 727 - Small Freighter (Level 0):
        • Costs 62 Steel (unlike the following versions)
      • 728 - Small Freighter (Level 1):
        • Has name "Small Freighter" instead of "Small Freighter v2" (same as previous version)
        • Has no Resource Cost (while Level 0 does)
      • 729 - Small Freighter (Level 2):
        • Has name "Small Freighter" instead of "Small Freighter v3" (same as previous versions)
        • Has no Resource Cost (while Level 0 does)
      • 730 - Small Freighter (Level 3):
        • Has name "Small Freighter" instead of "Small Freighter v4" (same as previous versions)
        • Has no Resource Cost (while Level 0 does)
      • 731 - Medium Freighter (Level 0):
        • Costs 120 Steel, 120 Aculon, 120 Polymer (unlike the following version)
      • 732 - Medium Freighter (Level 1):
        • Has no Resource Cost (while Level 0 does)
        • Has name "Medium Freighter" instead of "Medium Freighter v2" (same as previous version)
      • 1402 - Small Freighter (Level 4):
        • Has name "Small Freighter" instead of "Small Freighter v5" (same as previous versions)
        • Has no Resource Cost (while Level 0 does)
    • ABANDONED
      • Some hulls have resource costs, others don't (no resources gained from disassembling hull?)
      • Hulls of the same type that have resource costs have different resource costs
      • Same hulls have same name, instead of unique name (e.g. All Destroyers are called "Destroyer", etc).
      • Escorts Level 0 (ID = 755) + Level 2 (ID = 756) exist, but no Level 1 exists
      • 751, 752 - Monitoring Stations:
        • Have 2 less General Bays (12) compared to other races (14)
        • 751 also missing Scanner Range = 100% (but 752 has it)
      • 753, 754 - Research Stations:
        • Have 2 less General Bays (12) compared to other races (14)
        • Have 1 less Sensor Bay (3) compared to other races (4) - 1 Small Sensor Bay (Size 19) missing
      • 758 - Frigate (Level 0):
        • Has 2 Small Weapon Bays with Arcs = 1.96 (this Arc doesn't exist for other races)
      • 760 - Planet Destroyer:
        • Bays are not ordered by Size (other Hulls have their Bays listed Large -> Medium -> Small in order)
    • HIVE
      • 738 - Drone Bomber:
        • Has size like a Starfighter (Max Size = 86, Hull Size = 24 => Available Space = 62)
        • Has regular component bays instead of Starfighter component bays
        • Has Large Weapon Bays (Size 120) instead of Starfighter Weapon Bays (Size 5 or Size 10)
        • Has regular Engine Bays (Size 50) instead of Starfighter Engine Bays (Size 10)
        • Has regular Defense Bays (Size 39) instead of Starfighter Defense Bays (Size 10)
        • Has regular General Bays (Size 50) instead of Starfighter General Bays (Size 10)
        • Can it fit Regular Components according to its small size?
      • 739 - Drone Fighter:
        • Has size like a Starfighter (Max Size = 64, Hull Size = 18 => Available Space = 46)
        • Has regular component bays instead of Starfighter component bays
        • Has Large Weapon Bays (Size 120) instead of Starfighter Weapon Bays (Size 5 or Size 10)
        • Has regular Engine Bays (Size 50) instead of Starfighter Engine Bays (Size 10)
        • Has regular Defense Bays (Size 39) instead of Starfighter Defense Bays (Size 10)
        • Has regular General Bays (Size 50) instead of Starfighter General Bays (Size 10)
        • Can it fit Regular Components according to its small size?
      • Bays for ALL Hive Hulls are not ordered by Size (other Hulls have their Bays listed Large -> Medium -> Small in order)
    • BERSERK AI
      • 760 - Planet Destroyer:
        • This hull ID already exists and belongs to Abandoned (760 - Planet Destroyer from "ShipHulls_PlanetDestroyer.xml")
        • XML not used anymore?
    PLANETARY FACILITIES:
    • 5 - Planetary Gravitic Net (v1):
      • Has Bombardment Resistance = 85% like a v2 Planetary Defense Facility (other v1 facilities have 80%)
      • No Mk3 exists => OK?
    • 7 - Planetary Missile Defence Mk2:
      • Typo in name. Should be: "Planetary Missile Defense Mk2" (s instead of c in "Defense")
      • v1 and v3 have correct name "Defense"
    • 12 - Planetary Gravitic Net Mk2 (v2):
      • Has Bombardment Resistance = 90% like a v3 Planetary Defense Facility (other v2 facilities have 85%)
      • No Mk3 exists => OK?
    • 18 - Gravity Well Generator (v1):
      • Has Bombardment Resistance = 90% like a v3 Planetary Defense Facility (other v1 facilities have 80%)
      • No Mk3 exists => OK?
    • 19 - Gravity Well Generator Mk2 (v2):
      • Has Bombardment Resistance = 90% like a v2 Planetary Defense Facility (other v2 facilities have 85%)
      • No Mk3 exists => OK?
    • 26 - Holographic Network:
      • Should probably have Recreation Rating (like Medical facilities do)
      • But now has Empire Bonus War Weariness Reduction => OK?
    • 29 - Reality Adjustment Matrix:
      • Should probably have Recreation Rating (like Advanced Medicomplex has Medical Rating)
      • But now has Empire Bonus War Weariness Reduction => OK?
    • 74,75,76 - Deep Space Observatory (Level 0-2):
      • Have Size = 0
      • Have Build Cost
      • 75 and 76 have Maintenance Cost
      • 74 belongs to family = 64, while 75 and 76 belong to family = 49
      • Are Ruins?
      • Don't seem to exist in game?
    • 77 - Limited Terraforming Facility (Level 0):
      • Has Bombardment Resistance = 100%, while next versions have 50%
      • Has Ground Combat Resistance = 100%, while next versions have 50%
    • 113 - The Vault of Concealment:
      • Only Shakturi ruin that does not provide Ancient Knowledge Research - Intentional?
    TROOPS:
    • 0 - Battle Robot Brigade:
      • IsRobotic = False, but is Robotic troop?
    • 1 - Synthetic Brigade:
      • IsRobotic = False, but is Robotic troop?
    • 72 - Swarm Militia:
      • Has no Psychic abilities
      • As Shakturi troops, it should probably have Psychic Strength = 10 and Psychic Defense = 10
User avatar
Erik Rutins
Posts: 39652
Joined: Tue Mar 28, 2000 4:00 pm
Location: Vermont, USA
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Re: Issues found in XML data files (version 1.3.1.1.01)

Post by Erik Rutins »

Thanks for this report, we'll investigate each of these.
Erik Rutins
CEO, Matrix Games LLC


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OrnluWolfjarl
Posts: 327
Joined: Fri Oct 20, 2017 8:36 pm

Re: Issues found in XML data files (version 1.3.1.1.01)

Post by OrnluWolfjarl »

Thank you for your response. I hope this list helps :)
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