[1.1.2.4] - Numerours coding errors found for Resources, Components and Technologies

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OrnluWolfjarl
Posts: 343
Joined: Fri Oct 20, 2017 8:36 pm

[1.1.2.4] - Numerours coding errors found for Resources, Components and Technologies

Post by OrnluWolfjarl »

While compiling my DW2 Cheat Sheet, I've encountered some coding errors for Resources, Components and Technologies:

PROBLEMS WITH RESOURCES:

Falajian Spice spawns nowhere (normally Marshy Swamp)

The Planets page of the Galactopedia lists the correct resources, availability and spawn rates for each planet type. But the Resources page contains these errors in Resource Descriptions:

Osalia does not spawn at Continental

Polymer does not spawn at Marshy Swamp

Megallos Nut not mentioned at Marshy Swamp

Loros Fruit not mentioned at Mangrove Forest

Ekarus Meat not mentioned at Mangrove Forest

Ilosian Jade not mentioned at Mangrove Forest

Questurian Skin not mentioned at Deep Ocean

Korrabian Spice does not spawn at Desert Savanna

Dantha Fur does not spawn at Desert Savanna

Silicon does not spawn at Desert Savanna

Korrabian Spice does not spawn at Rocky Desert

Silicon does not spawn at Rocky Desert

Emeros Crystal not mentioned at Sulfur Volcanic

Tyderios does not spawn at Frozen Gas

PROBLEMS WITH COMPONENTS:

Ion Bomb (L) - Ion Damage Intercept Ratio drops to 50% from 100% at 4th iteration

Intimidator Surge Blast (L) - Ion Damage Ratio at 100% when no Ion Damage at 1st iteration

Intimidator Surge Blast (L) - Interception damage drops to 30/15 at 2nd iteration

Atomic Devastator (L) - Interception stats filled in but, Int damage is 0 at 1st iteration => Wasted as Interception? + Why have Countermeasure bonus?

Bulwark Missile Battery (PD) - Projectile Speed drops to 475 from 550 at 2nd iteration

Impact Assault Blaster (S) - Energy increases (18 to 20) and Fall Off Ratio increases (25% to 30%) at 2nd and 3rd iteration

Neutron Exterminator (L) - Has Interception stats without doing damage + Countermeasure bonus

All Bombard Weapons have the above issue

Electromagnetic Lance (L) - has Ion Interception Damage Ratio at 50% without Interception

Annihilator Shock Mines (L) - Countermeasure Bonus drops from 53% to 52% at 2nd iteration, then goes to 54% at 3rd iteration + Stops intercepting Direct Fire (8/12/0) and Interception Fire Rate becomes worse (21.25 to 25) and Fire Rate becomes worse (17 to 20) at 3rd iteration

Resonant Graviton Beam (L) - Interception vs Seeking becomes worse (16 to 12) at 2nd iteration

Aegis Missile Battery (PD) - Regular Fire Rate becomes worse (2.8 to 11.2), while interception fire rate stays the same (2.8) at 2nd iteration

Heavy Ion Cannon (L) - Has 50% Interception Ion Damage Ratio without Interception capability

Gravitic Well Generator - Has no resource cost

Electromagnetic Wave Cannon (L) - has 50% Interception Ion Damage Ratio without having Interception capability

Phased Beam Array (L) - has no Resource Cost + has Interception Range/Energy/Fire Rate without having interception capability

Graviton Beam (Ftr) - has no Resource Cost

Graviton Beam (M) - has no Resource Cost

Impact Assault Blaster (M) - Gets faster Fire Rate (5.5 to 4.5) and Interception Fire Rate (3.44 to 2.81) at v2, but degrades back to original Fire Rates (5.5 and 3.44) at v3.

Lance Missile (M) - Intercept Damage vs Seeking drops (8 to 6) at v2
Firestorm Torpedo (S) - Projectile Speed drops from 300 to 275 at v2, then increases to 400 at v3 + Countermeasures Bonus jumps from 52%/56% to 64% at v3 (inconsistent with other weapons, should have been 58%)

Firestorm Torpedo (M) - Same exact stats as Firestorm Torpedo (S), except with more Volley and faster Interception Fire Rate + No problem with projectile speed at v2 (still raises Countermeasures Bonus to 64% at v3).

Star Beam (M) - Exactly the same stats as Star Beam (S), but more Volley
Plasma Blaster (M) - Exactly the same stats as Plasma Blaster (S), but more Volley and Interception Fire Rate + no Interception Damage increase at v2 (stays at 11, should have been 17 like Plasma Blaster (S)

Pulse Wave Cannon (M) - Exactly the same stats as Pulse Wave Cannon (S), but more Volley and Interception Fire Rate

Phased Beam Array (M) - Exactly the same stats as Phased Beam Array (S), but more Volley and Interception Fire Rate

Dealbreaker Beam (M) - No Countermeasures increase at v3 (stays at 80%) + for Interception, Damage vs Seeking equal to Damage vs Fighters at v3, when it was half in v1 and v2

Resonant Graviton Beam (Ftr) - No resource cost + Interception vs Direct Fire drops from 9 to 8 at v2 (then goes up to 13 at v3)

Velocity Shard (Ftr) - Fall-off ratio gets worse (23% to 30%) at v2, then goes back to 23% at v3

Shockwave Torpedo (L) - Weapon Range gets worse at v3 (3740 to 4350 to 4000)
Hail Cannon (S) - Damage decreases from 34 to 26 at v2 (but Fire Rate double so DPS is still better, even with bypass) + Shield bypass increases from 40% to 50% at v2 (inconsistent with other weapons that keep it the same) + Bombardment decreases to half at v2 (from 2/2/4/4 to 1/1/2/2, but with double Fire Rate it stays the same overall)

Resonant Graviton Beam (M) - Interception vs Direct Fire is 0 at v1, but at v2 and v3 is equal to Interception vs Seeking (0/16/25 vs Direct Fire but 10/16/25 vs Seeking) + Volley Shots = 1 but Volley Rate of Shots = 0.25 (should be 0 probably)

Novacore Reactor (Ftr) - Uses Tyderios as Fuel (ID = 6) at v4

Crystalline Beam (All types) - Has Interception stats without having Interception capability

Crystalline Beam (Neutron) & Crystalline Beam (Black Hole) - Has 75% Armor Bypass and 30% Shield Bypass (Other Crystalline Beams have 0%)

Space Slug Gravion Pulse - Has Interception stats without having Interception capability + Damage Type should probably be Area Effect (has Area Effect damage)

Planetary Defense Battery - Projectile Speed increases incosistently (no increase at v2 - probably should have been 375) + Countermeasure bonus increases incosistently up to v3, then drops at v4 (64% to 66% to 80% to 74%)

Planetary Beam Defense - Has no Shield Bypass at v1, gains 25% at v2

Planetary Torpedo Launcher - Interception Damage vs Seeking doesn't increase at v2 (stays at 11 - should probably be 16)

Quantum Shard (M) - Same stats as Quantum Shard (S) except for Volley fire and Interception Fire Rate

Reinforcing Swarm Battery (S) - Has 25% Shield Bypass, but M and L versions do not.

Reinforcing Swarm Battery (S, M, L) - all versions have the exact same stats but different Volley and Interception Fire Rate (+ L has larger range)

Titan Blaster (M) - Bombardment at v1 should probably be 4/4/4/4 (instead of 4/4/2/2) to follow the pattern of other versions (5/5/5/5 and 6/6/6/6)

Dealbreaker Beam (S) - Intercept vs Seeking jumps from 8 to 45 at v2, while Intercept vs Direct Fire increases only from 8 to 22 (vs Seeking should probably either be 17 at v1 or 22 at v2)

Resonant Graviton Beam (L) - No Energy Usage per Shot increase like other Sizes at v3 (goes from 130 at v1 to 156 at v2 and stays 156 at v3)

Phaser Lance (M) - Has Interception stats without having Interception capability

Particle Beam (Ftr) - No Interception Targeting Bonus like other Ftr weapons
Thuon Beam (Ftr) - No Interception Targeting Bonus like other Ftr weapons

Shatterforce Beam (Ftr) - No Interception Targeting Bonus like other Ftr weapons + Interception vs Seeking jumps from 5 to 10 at v2, while Interception vs Fighter increases from 8 to 10 at v2 (probably Interception vs Seeking at v2 should be less or at v1 should be 8)

Devastator Pulse (X) - Volley Shots = 1 but Volley Rate of Shots = 1 (should be 0 probably)

Fusion Beam (S) - Countermeasures Bonus increases 76/78/82, unlike other sizes which increase by +4% each new version (increases by only +2% between v1 and v2, should probably be 74/78/82)

Fusion Beam (M) - Has exact same stats as Fusion Beam (S) except with more Volley and faster Interception Fire Rate + Interception vs Fighter and Interception vs Seeking is 11 at v2 (compared to 10 for Fusion Beam (S) v2) - Countermeasures Bonus increases normally (74/78/82)



PROBLEMS WITH RESEARCH:

For 161 - Superior Wave Weapons:
* Undefined Research Bonus threshold required
* No Resource cost
* No components unlocked

For 208 - Extreme Plasma Charge:
* No Resource cost
* Undefined Research Bonus Threshold 50% required
* No components unlocked

For 213 - 241 + 612 - 656 + 775 - 777
* End-game component stat upgrades - not implemented
* No Resource cost
* Undefined Research Bonus Threshold 90% required
* No components unlocked
* No listed Upgrade for Bombardment - Infrastructure

For 242 - 249
* 242 - Super Arrays should be Laser Blasters (but Beam fire)
* 243 - Super Beam should be Beam Weapons (but Direct fire)

For 350 - Tactical Interceptors:
* Humans listed as an Allowed Race but have 0% probability to get the research (should be Disallowed at 0% or Allowed at 100%)
* Only Humans allowed to research (Error?), but has extra Research Path (283) at 90% for all races, and Humans get their own Research path (283) at 100%

For 456 - Enhanced Jamming:
* 418 (Scanner Jamming) is not a required Research

For 522 - Advanced Scanning:
* 432 (Enhanced Scanning) is not a required Research
* By default comes from 456 (Enhanced Jamming)

For 535 - Submerged Forcefields
* No Resource Cost
* No Components Unlocked
* Undefined Research Bonus Threshold required

For 575 - Reality Replacement (Advanced Recreation):
* Does not require both Research paths to have been researched like Genetic Rewiring and Advanced Commerce (equivalent components for Commerce and Medical)

For 607 - Super Ship:
* No Resource cost
* Nothing unlocked

For 611 - Super Colonization:
* No Resource cost
* Nothing unlocked

For 663 - Archival Facilities (Zenox)
* Requirement is 569 (Optimized Cargo Space) - Why not Diplomacy techs?

For 670 - Expanded Civilian Ships
* Needs Carbonite to initiate, but other Civilian Ship techs don't
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rxnnxs
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Re: [1.1.2.4] - Numerours coding errors found for Resources, Components and Technologies

Post by rxnnxs »

Wow, thank you for that great work. Maybe they are placeholders?

I hope they will soon be implemented if there are no other reasons.

So much things that did not find their way into the game.
OrnluWolfjarl
Posts: 343
Joined: Fri Oct 20, 2017 8:36 pm

Re: [1.1.2.4] - Numerours coding errors found for Resources, Components and Technologies

Post by OrnluWolfjarl »

You are welcome. Some of them seem like placeholders, but there's a bunch of things that feel like straight up errors (like Fallajian Spice not spawning anywhere or Humans getting a 0% probability in researching one of their specific techs)
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MaximKI
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Re: [1.1.2.4] - Numerours coding errors found for Resources, Components and Technologies

Post by MaximKI »

Thanks for the detailed report!
OrnluWolfjarl
Posts: 343
Joined: Fri Oct 20, 2017 8:36 pm

Re: [1.1.2.4] - Numerours coding errors found for Resources, Components and Technologies

Post by OrnluWolfjarl »

MaximKI wrote: Mon May 01, 2023 6:44 pm Thanks for the detailed report!
No problem. I have found a few other errors in other files, but I will be reporting them once I'm done with a few more, if that's alright.
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MaximKI
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Re: [1.1.2.4] - Numerours coding errors found for Resources, Components and Technologies

Post by MaximKI »

OrnluWolfjarl wrote: Mon May 01, 2023 8:45 pm
MaximKI wrote: Mon May 01, 2023 6:44 pm Thanks for the detailed report!
No problem. I have found a few other errors in other files, but I will be reporting them once I'm done with a few more, if that's alright.
Sounds good to me.
fruitgnome
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Re: [1.1.2.4] - Numerours coding errors found for Resources, Components and Technologies

Post by fruitgnome »

Falajian Spice not spawned at 300 systems and not 500 systems.
OrnluWolfjarl
Posts: 343
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Re: [1.1.2.4] - Numerours coding errors found for Resources, Components and Technologies

Post by OrnluWolfjarl »

fruitgnome wrote: Sun May 07, 2023 9:12 pm Falajian Spice not spawned at 300 systems and not 500 systems.
No planet has the code to get a chance to spawn it. It won't spawn anywhere on any galaxy size.
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