[1.2.0.5] List of coding erros and typos I have found in XML data files

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

[1.2.0.5] List of coding erros and typos I have found in XML data files

Post by OrnluWolfjarl »

Hello,

While compiling my DW2 Cheat Sheet I've found several possible errors in the XML files of the game. Here's a complete list.

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
COMPONENTS:
  • 12 - Ion Bomb (L):
    • Interception Ion Damage Ratio drops from 100% (v1,2,3) to 50% (v4)
  • 13 - Intimidator Surge Blast (L):
    • Interception Ion Damage Ratio drops from 100% (v1) to 0% (v2)
    • Interception Damage vs Fighter drops from 32 (v1) to 30 (v2)
    • Interception Damage vs Fighter drops from 16 (v1) to 15 (v2)
  • 14 - Graviton Beam (L):
    • Has Component Interception Targeting Bonus = -20%, but has no Interception capabilities
  • 18 - Atomic Devastator (L):
    • Interception stats (Range, Fire Rate, Energy per Shot) filled in but all Interception damage is 0 (all versions) => Wasted as Interception?
    • Why does a Bombardment weapon have Countermeasure bonus?
  • 27 - Heavy Rail Gun (L):
    • Has Component Interception Targeting Bonus = -20%, but has no Interception capabilities
  • 30 - Bulwark Missile Battery (PD):
    • Projectile Speed drops from 550 (v1) to 475 (v2)
  • 31 - Impact Assault Blaster (S):
    • Energy per Shot increases from 18 (v1) to 20 (v2,3)
    • Fall Off Ratio increases from 25% (v1) to 30% (v2,3)
  • 36 - Neutron Exterminator (L):
    • Interception stats (Range, Fire Rate, Energy per Shot) filled in but all Interception damage is 0 (all versions) => Wasted as Interception?
    • Why does a Bombardment weapon have Countermeasure bonus?
  • 40 - Electromagnetic Lance (L):
    • Ion Interception Damage Ratio at 50% but has no Interception capability
    • Interception Component Targeting Bonus at -5% but has no Interception capability
  • 41 - Annihilator Shock Mines (L):
    • Countermeasure Bonus drops from 53% (v1) to 52% (v2) then increases to 54% (v3)
    • Interception Damage vs Direct Fire drops from 12% (v2) to 0% (v3)
    • Interception Fire Rate increases from 21.25 (v2) to 25 (v3)
    • Fire Rate increases from 17 (v2) to 20 (v3)
  • 42 - Resonant Graviton Beam (L):
    • Interception Damage vs Seeking drops from 16 (v1) to 12 (v2)
  • 53 - Hunter Missile Battery (L):
    • Has Component Interception Targeting Bonus = 10%, but has no Interception capabilities
  • 55 - Forge Rail Battery (L):
    • Has Component Interception Targeting Bonus = -10%, but has no Interception capabilities
  • 58 - Heavy Ion Cannon (L):
    • Ion Interception Damage Ratio at 50% but has no Interception capability
    • Interception Component Targeting Bonus at -10% but has no Interception capability
  • 64 - Omega Beam (L):
    • Has Component Interception Targeting Bonus = 10%, but has no Interception capabilities
  • 71 - Death Ray (X):
    • Has Component Interception Targeting Bonus = 10%, but has no Interception capabilities
  • 72 - Solar Blaster (X):
    • Has Component Interception Targeting Bonus = -5%, but has no Interception capabilities
  • 75 - Supernova Torpedo (X):
    • Has Component Interception Targeting Bonus = -5%, but has no Interception capabilities
  • 160 - Electromagnetic Wave Cannon (L)
    • Ion Interception Damage Ratio at 50% but has no Interception capability
    • Interception Component Targeting Bonus at -10% but has no Interception capability
  • 161 - Firestorm Torpedo (L):
    • Has Component Interception Targeting Bonus = -10%, but has no Interception capabilities
  • 181 - Heavy Ion Cannon (M):
    • Interception Damage vs Fighters gets worse from v1 to v2 (42 to 37)
    • Interception Damage vs Seeking gets worse from v1 to v2 (42 to 37)
  • 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?
  • 215 - Fission Reactor (Ftr):
    • v2 and v3 provide Ion Defense = 1 to the whole ship (IonDamageDefense = 1) - Probably confused with ComponentIonDefense variable
  • 220 - Graviton Beam (Ftr):
    • Has no Resource Cost
  • 223 - Graviton Beam (M):
    • Has no Resource Cost
  • 225 - Impact Assault Blaster (M):
    • Fire Rate decreases from 5.5 (v1) to 4.5 (v2), then increases back to 5.5 (v3)
    • Interception Fire Rate decreases from 3.44 (v1) to 2.81 (v2), then increases back to 3.44 (v3)
  • 234 - Lance Missile (M):
    • Intercept Damage vs Seeking drops from 8 (v1) to 6 (v2)
  • 235 - Firestorm Torpedo (S):
    • Projectile Speed drops from 300 (v1) to 275 (v2), then increases to 400 (v3)
  • 236 - Firestorm Torpedo (M):
    • Same exact stats as Firestorm Torpedo (S), except with double Volley and half Interception Fire Rate + double Size and double Resource Cost
    • 2 Small Bays vs 1 Medium Bay are strictly better if number of bays are not too restrictive, due to how Damage and Ion Damage vs Components works
    • No issue with Projectile Speed like Firestorm Torpedo (S)
  • 239 - Dealbreaker Beam (L):
    • Has Component Interception Targeting Bonus = -20%, but has no Interception capabilities
  • 249 - Star Beam (M):
    • Same exact stats as Star Beam (S), except with double Volley and half Interception Fire Rate + double Size and double Resource Cost
    • 2 Small Bays vs 1 Medium Bay are strictly better if number of bays are not too restrictive, due to how Damage and Ion Damage vs Components works
  • 250 - Plasma Blaster (M):
    • Same exact stats as Plasma Blaster (S), except with double Volley and half Interception Fire Rate + double Size and double Resource Cost
    • 2 Small Bays vs 1 Medium Bay are strictly better if number of bays are not too restrictive, due to how Damage and Ion Damage vs Components works
    • Interception Damage vs Fighter stays at 11 from v1 to v2 (Plasma Blaster (S) increases from 11 (v1) to 17 (v2))
    • Interception Damage vs Seeking stays at 11 from v1 to v2 (Plasma Blaster (S) increases from 11 (v1) to 17 (v2))
  • 251 - Pulse Wave Cannon (M):
    • Same exact stats as Pulse Wave Cannon (S), except with double Volley and half Interception Fire Rate + double Size and double Resource Cost
    • 2 Small Bays vs 1 Medium Bay are strictly better if number of bays are not too restrictive, due to how Damage and Ion Damage vs Components works
  • 253 - Pulse Torpedo (L):
    • Has Component Interception Targeting Bonus = -10%, but has no Interception capabilities
  • 255 - Star Beam (L):
    • Has Component Interception Targeting Bonus = 10%, but has no Interception capabilities
  • 256 - Fusion Beam (S):
    • Countermeasures Bonus increases from 76 (v1) to 78% (v2) to 82% (v3), unlike other sizes which increase by +4% each new version (increases by only +2% between v1 and v2, should probably be 74/78/82)
  • 259 - Fusion Beam (M):
    • Same exact stats as Fusion Beam (S), except with double Volley and half Interception Fire Rate + double Size and double Resource Cost
    • 2 Small Bays vs 1 Medium Bay are strictly better if number of bays are not too restrictive, due to how Damage and Ion Damage vs Components works
    • Countermeasure Bonus is 74/78/82 (does not keep the issue from S size)
  • 260 - Phased Beam Array (M):
    • Same exact stats as Phased Beam Array (S), except with double Volley and half Interception Fire Rate + double Size and double Resource Cost
    • 2 Small Bays vs 1 Medium Bay are strictly better if number of bays are not too restrictive, due to how Damage and Ion Damage vs Components works
  • 293 - Dealbreaker Beam (M):
    • Countermeasure Bonus stays at 80% from v2 to v3
    • Interception Damage vs Seeking equal to Interception Damage vs Fighter = 60 (v3), when it was half in v1 (11 vs 22) and v2 (17 vs 35) => Probably should be 30 instead of 60, like Damage vs Direct Fire
  • 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)
  • 295 - Velocity Shard (Ftr):
    • Fall-off ratio increases from 23% (v1) to 30% (v2), then goes back to 23% (v3)
  • 297 - Shockwave Torpedo (L):
    • Weapon Range decreases from 4350 (v2) to 4000 (v3)
    • Has Component Interception Targeting Bonus = -10%, but has no Interception capabilities
  • 298 - Hail Cannon (S):
    • Damage decreases from 34 (v1) to 26 (v2) (but Fire Rate double so DPS is still better?)
    • Shield bypass increases from 40% (v1) to 50% (v2) - inconsistent with other weapons that keep it the same
    • All Bombardment Damage decreases by half from v1 to v2 (from 2/2/4/4 to 1/1/2/2), but with double Fire Rate it stays the same overall?
  • 300 - Resonant Graviton Beam (M):
    • Volley Shots = 1 but Volley Rate of Shots = 0.25 (should be 0 probably)
  • 315-321 - Crystalline Beam (All types):
    • Interception stats (Range, Fire Rate, Energy per Shot) filled in but all Interception damage is 0 (all versions) => Wasted as Interception?
  • 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:
    • Interception stats (Range, Fire Rate, Energy per Shot) filled in but all Interception damage is 0 (all versions) => Wasted as Interception?
    • Damage Type is Impact, but should probably be Area Effect (has Area Effect damage)
  • 323 - Planetary Defense Battery:
    • Projectile Speed stays the same from v1 to v2 (350), then increases to 400 (v3) - Inconsistent with other weapons - v2 should probably increase to 375
    • Countermeasure bonus increases from 64% (v1) to 66% (v2), then jumps to 80% (v3), then drops to 74% (v4)
  • 324 - Planetary Beam Defense: - Has no Shield Bypass at v1, gains 25% at v2
    • Shield Bypass increases from 0% (v1) to 25% (v2) => Becomes worse
  • 331 - Quantum Shard (L):
    • Has Component Interception Targeting Bonus = -10%, but has no Interception capabilities
  • 333 - Quantum Shard (M):
    • Same exact stats as Quantum Shard (S), except with double Volley and half Interception Fire Rate + double Size and double Resource Cost
    • 2 Small Bays vs 1 Medium Bay are strictly better if number of bays are not too restrictive, due to how Damage and Ion Damage vs Components works
  • 337 - Reinforcing Swarm Battery (M):
    • Same exact stats as Reinforcing Swarm Battery (S), except with double Volley and half Interception Fire Rate + double Size and double Resource Cost
    • 2 Small Bays vs 1 Medium Bay are strictly better if number of bays are not too restrictive, due to how Damage and Ion Damage vs Components works
  • 341 - Dealbreaker Beam (S):
    • Intercept Damage vs Seeking jumps from 8 (v1) to 45 (v2), while Intercept Damage vs Direct Fire increases only from 8 (v1) to 22 (v2) (vs Seeking should probably either be 17 at v1 or 22 at v2)
  • 351 - Heavy Armor (Ftr):
    • Has Component Ion Defense = 1, but does not need it (ComponentIonDefense = 1) - Probably confused with IonDamageDefense variable
    • Does not provide any Ion Defense to the whole ship (IonDamageDefense = 0)
  • 356 - Resonant Graviton Beam (L):
    • Energy per Shot increases from 130 (v1) to 156 (v2), and then stays at 156 (v3) - Inconsistent with S and M types which increase Energy per Shot at v3
    • Has Component Interception Targeting Bonus = -20%, but has no Interception capabilities
  • 360 - Phaser Lance (M):
    • Interception stats (Range, Fire Rate, Energy per Shot) filled in but all Interception damage is 0 (all versions) => Wasted as Interception?
  • 363 - Shatterforce Beam (Ftr):
    • Interception Damage vs Seeking increases from 5 (v1) to 10 (v2), while Interception Damage vs Fighter increases from 8 (v1) to 10 (v2) - inconsistent
  • 369 - Devastator Pulse (X):
    • Volley Shots = 1 but Volley Rate of Shots = 1 (should be 0 probably)
RESEARCH PROJECTS:
  • 228 - Increased Dealbreaker Range:
    • Does not have a prerequisite for Haakonish, but affects Haakonish-specific component
  • 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)
  • 616 - Reduced Reactor Size:
    • Upgrade affects components but no component values exist
  • 619 - Reduced Shield Size:
    • Upgrade affects components but no component values exist
  • 624 - Reduced Hyperdrive Size:
    • Upgrade affects components but no component values exist
  • 627 - Reduced Engine Size:
    • Upgrade affects components but no component values exist
  • 630 - Reduced Vector Size:
    • Upgrade should affect Size but instead affects Energy usage (probably copied from 629)
  • 643 - Improved Plant Capacity (Construction Yard):
    • Upgrade should affect component 196 (Construction Yard) but instead affects component 186 (Ultra-Dense Armor), giving it an extra construction yard - typo !!!
  • 645 - Reduced Energy to Fuel Size:
    • Upgrade affects components but no component values exist
  • 651 - Reduced Stealth Size:
    • Upgrade affects components but no component values exist
  • 663 - Archival Facilities (Zenox Unique Wonder)
    • Requirement is 569 (Optimized Cargo Space) - Why not Diplomacy or Research techs?
  • 670 - Expanded Civilian Ships
    • Needs Carbonite to initiate, but other Civilian Ship techs don't
  • 817-820 - Quameno Bubble Shields:
    • Have no additional requirements (e.g. Shields Research Bonus), but for comparison, Gizurean Armor requires Armor Research Bonus
  • 819 - Reinforced Hard Shields:
    • Has minimum required of 2 research paths, but there's only one research path available to research it - probably copied from 817
  • 826 - Puzzle Pirate Culture Research:
    • Does not require race ID = Quameno (15), but is only enabled from Quameno events
  • 827 - Shakturi Design and Behaviour:
    • Does not require race ID = Quameno (15), but is only enabled from Quameno events
  • 840 - Advanced Hive Fighters:
    • Has Size = 1920, but previous research (839) has Size = 3200. Probably missed a 0 and should have Size = 19200
  • 845 - Cure Shakturi Psionic Virus:
    • Does not require race ID = Gizurean (11), but is only enabled from Gizurean event
HULLS:
  • ALL/MULTIPLE RACES:
    • 103, 104, 157, 212, 267, 447, 478, 509, 540, 615, 700, 811, 896, 983, 1070 - Space Bastion (Level 1):
      • Has Hull Name = "Space Bastion" like Level 0, instead of "Space Bastion v2"
    • 80, 81, 150, 205, 260, 608, 693, 804, 889, 976, 1063 - Medium Colony Ship (Level 1):
      • Has 0% Build Speed Factor (no entry/line), while Level 0 has 50% and Levels 2-5 have 33%
    • 4, 12, 119, 174, 773, 858 - Small Mining Ship:
      • Engine limit is 2, but only has 1 Engine Bay
      • Ackdarian, Zenox, Boskara, Quameno, Gizurean have Engine Limit = -1 => Normal
    • 277, 300, 323, 346, 369 - Massive Troop Transport:
      • Has Engine Limit = 6, but only has 5 Engine Bays
      • Zenox, Boskara, Ikkuro, Dhayut, Quameno, Gizurean have Engine Limit = -1 => Normal
    • 391, 400, 407, 414, 426, 457, 488, 519, 550, 565, 650, 851, 936, 1023, 1110 : Superiority Fighter (Level 15):
      • Has name "Superiority Fighter", like Level 13, instead of "Superiority Fighter v2"
    • 27-28, 40-41, 64-69, 88-96, 111, 161-168, 216-223, 386-417 - Starfighters (Human, Teekan, Haakonish, Mortalen)
      • Most Weapon Bays have Arcs = 0
      • Some Starfighters with 2+ Weapon Bays have one Arc = 1.571 and the other Arcs = 0
  • HUMAN:
    • 129 - Medium Mining Ship:
      • Has both Weapon Arcs = 1.963, while other races have Arcs = 2.356
    • 165 - Light Attack Fighter:
      • Has 2 Defense Bays, while other races have 1 Defense Bay
    • 388 - Gyrfalcon Interceptor (Level 11):
      • 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)
    • 430 - Strike Bomber:
      • Both Weapon Bays have Arcs = 1.571, while other races have Arcs = 1.963
    • 431 - Heavy Bomber:
      • Both Weapon Bays have Arcs = 1.571, while other races have Arcs = 1.963
    • 432 - Assault Bomber:
      • All 3 Weapon Bays have Arcs = 1.571, while other races have Arcs = 1.963
  • ACKDARIAN:
    • 243 - Resort Station:
      • Has 2 Small Weapon Bays (Size 19) instead of 2 Medium (Size 39) like other races (Still has 2 Large like normal, and all Arcs are normal)
    • 252 - Large Mining Ship:
      • Has 2 Small Weapon Bays (Size 19) instead of 1 Medium (Size 39) + 1 Small (Size 19), like other races
    • 256 - Fast Destroyer:
      • Has 1 Large Sensor (Size 120) + 1 Small Sensor (Size 19) instead of 2 Small Sensors (Size 19), like other Ackdarian Destroyers
    • 265 - Large Troop Transport:
      • Engine Limit = 6, but only has 5 Engine Bays. Other races also have 5 Engine Bays for this Hull, while having Engine Limit = 5 or Engine Limit = -1
    • 430 - Strike Bomber:
      • Both Weapon Bays have Arcs = 1.963, while other races have Arcs = 1.571
    • 431 - Heavy Bomber:
      • Both Weapon Bays have Arcs = 1.963, while other races have Arcs = 1.571
    • 432 - Assault Bomber:
      • All 3 Weapon Bays have Arcs = 1.963, while other races have Arcs = 1.571
  • TEEKAN:
    • 95 - ZimZip Attack Shuttle (Level 6):
      • Strictly worse than regular Tier 3 Attack Fighters (Level 4)
      • 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
    • 189 - Heavy Frigate:
      • Has 2 Defense Bays, while Fast Frigate (190) has 3 Defense Bays - Other races have more Defense Bays on their Heavy Frigate than their Fast Frigate
    • 203 - Medium Spaceport (Level 0):
      • Has 8 Large Weapon Bays, but other races have 4 Large Weapon Bays only - 4 Medium Weapon Bays are replaced with 4 Large Weapon Bays (same Arcs = 1.571)
    • 209 - Light Cruiser (Level 0):
      • Much better than other Teekan Cruiser hulls (see details below for how other Cruiser hulls compare with this one)
    • 211 - Medium Spaceport (Level 0):
      • Has 8 Large Weapon Bays, but other races have 4 Large Weapon Bays only - 4 Medium Weapon Bays are replaced with 4 Large Weapon Bays (same Arcs = 1.571)
    • 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.
    • 342 - Fast Cruiser (Level 1):
      • Straight up downgrade from 209 - Light Cruiser (Level 0)
      • Has 5 Engine Bays, while Light Cruiser has 9 Engine Bays
      • Has 16 General Bays, while Light Cruiser has 20 General Bays
      • Same number of Weapon Bays
      • Same number of Hangar Bays
      • Has 5 Defense Bays, while Light Cruiser has 7 Defense Bays
      • Has 3 Sensor Bays, while Light Cruiser has 5 Sensor Bays
    • 343 - Long Range Cruiser (Level 2):
      • Straight up downgrade from 209 - Light Cruiser (Level 0)
      • Has 7 Engine Bays, while Light Cruiser has 9 Engine Bays
      • Has 18 General Bays, while Light Cruiser has 20 General Bays
      • Same number of Weapon Bays
      • Same number of Hangar Bays
      • Has 6 Defense Bays, while Light Cruiser has 7 Defense Bays
      • Has 4 Sensor Bays, while Light Cruiser has 5 Sensor Bays
    • 344 - Command Cruiser (Level 3):
      • Straight up downgrade from 209 - Light Cruiser (Level 0)
      • Has 7 Engine Bays, while Light Cruiser has 9 Engine Bays
      • Has 18 General Bays, while Light Cruiser has 20 General Bays
      • Same number of Weapon Bays (10)
      • Same number of Hangar Bays (2)
      • Has 6 Defense Bays, while Light Cruiser has 7 Defense Bays
      • Has 3 Sensor Bays, while Light Cruiser has 5 Sensor Bays
    • 345 - Cruiser (Level 4):
      • Straight up downgrade from 209 - Light Cruiser (Level 0)
      • Has 7 Engine Bays, while Light Cruiser has 9 Engine Bays
      • Has 18 General Bays, while Light Cruiser has 20 General Bays
      • Has more Weapon Bays (11 vs 10)
      • Same number of Hangar Bays (2)
      • Has 6 Defense Bays, while Light Cruiser has 7 Defense Bays
      • Has 3 Sensor Bays, while Light Cruiser has 5 Sensor Bays
    • 349 - Exploration Cruiser (Level 5):
      • Inferior but on par to 209 - Light Cruiser (Level 0)
      • Has 7 Engine Bays, while Light Cruiser has 9 Engine Bays
      • Same number of General Bays (20)
      • Has 9 Weapon Bays, while Light Cruiser has 10 Weapon Bays
      • Same number of Hangar Bays (2)
      • Has 6 Defense Bays, while Light Cruiser has 7 Defense Bays
      • Has 4 Sensor Bays, while Light Cruiser has 5 Sensor Bays
    • 350 - Patrol Cruiser (Level 6):
      • Inferior but on par to 209 - Light Cruiser (Level 0)
      • Same number of Engine Bays (9) but Patrol Cruiser limited to 8
      • Has 19 General Bays, while Light Cruiser has 20 General Bays
      • Same number of Weapon Bays (10)
      • Same number of Hangar Bays (2)
      • Has 6 Defense Bays, while Light Cruiser has 7 Defense Bays
      • Has 3 Sensor Bays, while Light Cruiser has 5 Sensor Bays
    • 351 - Fleet Command Cruiser (Level 7):
      • Inferior but on par to 209 - Light Cruiser (Level 0)
      • Has 7 Engine Bays (limit = 6), while Light Cruiser has 9 Engine Bays
      • Has 18 General Bays, while Light Cruiser has 20 General Bays
      • Same number of Weapon Bays (10)
      • Same number of Hangar Bays (2)
      • Same number of Defense Bays (7)
      • Same number of Sensor Bays (5)
    • 352 - Heavy Cruiser (Level 8):
      • Inferior but on par to 209 - Light Cruiser (Level 0)
      • Has 7 Engine Bays (limit = 6), while Light Cruiser has 9 Engine Bays
      • Has 18 General Bays, while Light Cruiser has 20 General Bays
      • Has more Weapon Bays (11 vs 10)
      • Same number of Hangar Bays (2)
      • Same number of Defense Bays (7)
      • Has 3 Sensor Bays, while Light Cruiser has 5 Sensor Bays
    • 361 - Fleet Carrier:
      • Engine Limit = 8 (with 9 Engine Bays), while 357 - Heavy Carrier (earlier version) has Engine Limit = -1 (with 9 Engine Bays) => downgrade to Engines.
    • 397 - ZimZip Attack Shuttle (level 10):
      • 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 14):
      • Has name "ZimZip Attack Shuttle" instead of "ZimZip Attack Shuttle v3" (same name as previous versions)
    • 401 - Strike Bomber:
      • Both Weapon Bays have Arcs = 1.571, while other races have Arcs = 1.963
    • 402 - Heavy Bomber:
      • Both Weapon Bays have Arcs = 1.571, while other races have Arcs = 1.963
    • 403 - Assault Bomber:
      • All 3 Weapon Bays have Arcs = 1.571, while other races have Arcs = 1.963
    • 763 - Medium Fuel Tanker:
      • Has both Weapon Bays with Arcs = 1.571, while others have Weapon Arcs = 3.142
  • HAAKONISH:
    • 19 - Small Troop Transport:
      • Has 2 Medium Weapon Bays (Size 39), instead of 2 Small Weapon Bays (Size 19) like other races
    • 50 - Medium Troop Transport:
      • Has 3 Small Weapon Bays (Size 19), but Small Troop Transport has 2 Medium Weapon Bays (Size 39) - this is like other races, but downgrade from Small Troop Transport
    • 103 - Space Bastion (Level 1):
      • Weapon Bays 10 & 11 have Arcs = 0.785, while other races have Arcs = 1.571
    • 271 - Battlecruiser:
      • Weapon Bay 0 has Arc = 1.92 (this Arc doesn't exist for other races) - probably should be 1.963?
      • Weapon Bays 6 & 7 have Arc = 1.745 (this Arc doesn't exist for other races)
    • 278 - Battleship:
      • Weapon Bay 0 has Arc = 1.92 (this Arc doesn't exist for other races) - probably should be 1.963?
      • Weapon Bays 6 & 7 have Arc = 1.745 (this Arc doesn't exist for other races)
      • Has 2 less General Bays than 271 - Battlecruiser (downgrade)
    • 287 - Heavy Battleship:
      • Weapon Bay 0 has Arc = 1.92 (this Arc doesn't exist for other races)
      • Weapon Bays 3 & 4 have Arc = 1.047 (this Arc doesn't exist for other races)
      • Weapon Bays 8 & 9 have Arc = 1.745 (this Arc doesn't exist for other races)
      • Has 1 less Defense Bay than 278 - Battleship (downgrade)
      • Has same number of General Bays as 271 - Battlecruiser, but 2 more than 287 - Battleship (if Battleship General Bays are fixed, then Heavy Battleship General Bays need to increase too by equivalent number)
    • 291 - Dreadnought:
      • Weapon Bay 0 has Arc = 1.92 (this Arc doesn't exist for other races)
      • Weapon Bays 3 & 4 have Arc = 1.047 (this Arc doesn't exist for other races)
      • Weapon Bays 8 & 9 have Arc = 1.745 (this Arc doesn't exist for other races)
      • Has same number of Defense Bays as 287 - Heavy Battleship (if Heavy Battleship Defense Bays are fixed, then Dreadnought Defense Bays need to increase too by equivalent number)
      • Has same number of General Bays as 287 - Heavy Battleship (if Battleship & Heavy Battleship General Bays are fixed, then Dreadnought General Bays need to increase too by equivalent number)
    • 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:
      • 4 Large Weapon Bays have Arcs = 0.785 (other races have 4 Large Weapon Bays with Arcs = 1.571, and the rest of Large Weapons with Arcs = 0.785)
    • 408 - Strike Bomber:
      • Both Weapon Bays have Arcs = 1.571, while other races have Arcs = 1.963
    • 409 - Heavy Bomber:
      • Both Weapon Bays have Arcs = 1.571, while other races have Arcs = 1.963
    • 410 - Assault Bomber (Level 6):
      • All 3 Weapon Bays have Arcs = 1.571, while other races have Arcs = 1.963
      • Has Engine Limit = -1 (with 3 Engine Bays), while other races for same hull have Engine Limit = 2 (with 3 Engine Bays)
        => Haakonish get 1 extra available Engine for their Assault Bomber
    • 764 - Medium Fuel Tanker:
      • Has both Weapon Bays with Arcs = 1.571, while others have Weapon Arcs = 3.142
  • MORTALEN:
    • 63 - Medium Passenger Ship:
      • Has Engine Limit = 2 (with 3 Engine Bays => 2 available Engines), but other Medium Passenger Ships have Engine Limit = 3 or -1 (with 3 Engine Bays => 3 available Engines)
    • 91 - Tactical Interceptor:
      • Has Engine Limit = 0 (should probably be 2 like other Tactical Interceptors) - No engines allowed?
    • 98 - Light Cruiser:
      • Weapon Bay 2 has Arc = 0.785398, while Weapon Bay 5 has Arc = 0.785 (also the radians for other such Arcs in other Hulls)
    • 415 - Strike Bomber:
      • Both Weapon Bays have Arcs = 1.571, while other races have Arcs = 1.963
    • 416 - Heavy Bomber:
      • Both Weapon Bays have Arcs = 1.571, while other races have Arcs = 1.963
    • 417 - Assault Bomber:
      • All 3 Weapon Bays have Arcs = 1.571, while other races have Arcs = 1.963
  • IKKURO (AURORA DLC):
    • 770 - Small Space Port (v1):
      • Has 2 Medium Weapon Bays with Arcs = 0.785, while others have 2 Medium Weapon Bays with Arcs = 2.356 in their place
    • 781 - Small Space Port v2:
      • Has 2 Medium Weapon Bays with Arcs = 0.785, while others have 2 Medium Weapon Bays with Arcs = 2.356 in their place
    • 782 - Small Colony Ship:
      • Has Hull Size = 175 (Max size = 500), while others have Hull Size = 150 (Max Size = 500) => 25 LESS available space compared to others
      • Has 1 extra Defense Bay compared to others (3 vs 2)
      • Has 1 extra General Bay compared to others (14 vs 13)
      • Costs 88 Steel + 88 Polymer, while for others costs 75 Steel + 75 Polymer
    • 783 - Medium Mining Ship:
      • Has 2 Mining Bays (General Bays with size 100) instead of 1, like other races
      • Other Ikkuro Mining Ships have 1 Mining Bay like normal
    • 804 - Medium Colony Ship:
      • Has Hull Size = 250 (Max size = 675), while others have Hull Size = 225 (Max Size = 675) => 25 LESS available space compared to others
      • Has 1 extra Defense Bay compared to others (4 vs 3)
      • Has 1 extra General Bay compared to others (15 vs 14)
      • Costs 300 Steel + 150 Aculon + 150 Polymer, while for others costs 270 Steel + 135 Aculon + 135 Polymer
      • Has 0% Build Speed Factor (no entry/line), while Level 0 has 50% and Levels 2-5 have 33%
    • 805 - Large Fuel Tanker:
      • Has Engine Limit = -1 (with 5 Engine Bays), while other races have Engine Limit = 4 (with 5 Engine Bays) => Gets 1 more available Engine compared to others
    • 806 - Large Freighter:
      • Has 1 Small Weapon Bay with Arc = 2.356, while other races have 1 Small Weapon Bay with Arc = 1.963
    • 809 - Large Troop Transport:
      • Has Engine Limit = 4 (with 5 Engine Bays), while other races have Engine Limit = -1 (with 5 Engine Bays) => Gets 1 less available Engine compared to others
    • 814 - Large Colony Ship:
      • Has Hull Size = 260 (Max size = 710), while others have Hull Size = 235 (Max Size = 710) => 25 LESS available space compared to others
      • 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)
      • Costs 364 Steel + 182 Aculon + 182 Polymer, while for others costs 329 Steel + 164 Aculon + 164 Polymer
    • 828 - Expedition Transport:
      • Has 5 Engine Bays (Limit = -1), while others have 7 Engine Bays (Limit = -1) => 2 less available engines compared to others
    • 829 - Large Space Port:
      • 4 Large Weapon Bays have Arcs = 1.571 (Haakonish have all Large Weapon Bays with Arcs = 0.785)
    • 830 - Massive Colony Ship:
      • Has Hull Size = 450 (Max size = 1275), while others have Hull Size = 425 (Max Size = 1275) => 25 LESS available space compared to others
      • Has 1 extra Defense Bay compared to others (4 vs 3)
      • Has 1 extra General Bay compared to others (21 vs 20)
      • Costs 360 Steel + 720 Aculon + 360 Polymer + 720 Hexodorium, while for others costs 340 Steel + 680 Aculon + 340 Polymer + 680 Hexodorium
    • 834 - World Ship:
      • Has Hull Size = 525 (Max size = 1500), while others have Hull Size = 500 (Max Size = 1500) => 25 LESS available space compared to others
      • Has 1 extra Defense Bay compared to others (5 vs 4)
      • Has 1 extra General Bay compared to others (21 vs 20)
      • Costs 420 Steel + 840 Aculon + 420 Polymer + 840 Hexodorium, while for others costs 400 Steel + 800 Aculon + 400 Polymer + 800 Hexodorium
    • 837 - Sector Space Port:
      • The 4 Large Weapon Bays with Arc = 1.571 (from 829 - Large Space Port) revert back to Arcs = 0.785)
    • 838 - Basic Fighter:
      • Has 2 Starfighter Small Weapon Bays (Size = 5) instead of 1 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)
    • 845 - Attack Fighter:
      • Has 1 Starfighter Defense Bay instead of 2, like others
    • 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
      • Has 1 more SF Defense Bay compared to others (2 vs 1)
    • 847 - Strike Bomber:
      • Both Weapon Bays have Arcs = 1.963, while other races have Arcs = 1.571
    • 848 - Heavy Bomber:
      • Both Weapon Bays have Arcs = 1.963, while other races have Arcs = 1.571
    • 849 - Assault Bomber:
      • All 3 Weapon Bays have Arcs = 1.963, while other races have Arcs = 1.571
    • 939 - Medium Fuel Tanker:
      • Has Engine Limit = -1 (With 5 Engine Bays), while other races have Engine Limit = 4 (with 5 Engine Bays) => 1 more available engine compared to others
  • BOSKARA:
    • 659 - Small Space Port (v1):
      • Has 6 Small Weapon Bays (Size 19) instead of 6 Medium Weapon Bays (Size 39) like other races - Arcs are OK
      • But still has 4 Large Weapon Bays like others
    • 669 - Small Troop Transport:
      • Has 2 Small Weapon Bays with Arcs = 1.571, while other races have 2 Small Weapon Bays with Arcs = 3.142
    • 670 - Small Space Port v2:
      • Has 6 Small Weapon Bays (Size 19) instead of 6 Medium Weapon Bays (Size 39) like other races - Arcs are OK
      • But still has 4 Large Weapon Bays like others
    • 674 - Small Fuel Tanker:
      • Has both Weapon Arcs = 1.571, while other races for same ship have Arcs = 3.142
    • 682 - Small Space Port v3:
      • Has 8 Small Weapon Bays (Size 19) instead of 8 Medium Weapon Bays (Size 39) like other races - Arcs are OK
      • But still has 4 Large Weapon Bays like others
    • 683 - Medium Construction Ship:
      • Has 2 Small Weapon Bays (Size 19) instead of 2 Medium Weapon Bays (Size 39) like other races - but Arcs are OK
    • 684 - Large Mining Ship:
      • Has 2 Small Weapon Bays, while other races have 1 Medium + 1 Small Weapon Bays (Arcs are OK though)
    • 691 - Medium Space Port (v1):
      • Has 10 Small Weapon Bays (Size 19) instead of 10 Medium Weapon Bays (Size 39) like other races - Arcs are OK
      • But still has 4 Large Weapon Bays like others
    • 692 - Space Bastion (v1):
      • Has 6 Small Weapon Bays (Size 19) instead of 6 Medium Weapon Bays (Size 39) like other races - Arcs are OK
      • But still has 4 Large Weapon Bays like others
      • Has 1 Large (Size 100) + 3 Medium Hangar Bays (Size 50), instead of 4 Medium Hangar Bays (Size 50) like other races
    • 695 - Large Freighter:
      • Has 1 Small Weapon Bay with Arc = 2.356, while other races have 1 Small Weapon Bay with Arc = 1.963
    • 699 - Medium Space Port v2:
      • Has 12 Small Weapon Bays (Size 19) instead of 12 Medium Weapon Bays (Size 39) like other races - Arcs are OK
      • But still has 4 Large Weapon Bays like others
    • 700 - Space Bastion (v2):
      • Has 8 Small Weapon Bays (Size 19) instead of 8 Medium Weapon Bays (Size 39) like other races - Arcs are OK
      • But still has 4 Large Weapon Bays like others
      • Hangars are OK (no issues like previous version)
      • Has name "Space Bastion" instead of "Space Bastion v2" (same name as previous version)
    • 701 - Large Construction Ship:
      • Has 2 Small Weapon Bays (Size 19) instead of 2 Medium Weapon Bays (Size 39) like other races - but Arcs are OK
    • 703 - Large Colony Ship:
      • 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
    • 718 - Large Space Port:
      • 4 Large Weapon Bays have Arcs = 1.571 (Haakonish have all Large Weapon Bays with Arcs = 0.785)
      • Has normal Medium Weapon Bays (instead of Small like all previous versions) => OK
    • 726 - Sector Space Port:
      • The 4 Large Weapon Bays with Arc = 1.571 (from 331 - Large Space Port) revert back to Arcs = 0.785)
    • 766 - Medium Fuel Tanker:
      • Has both Weapon Bays with Arcs = 1.571, while others have Weapon Arcs = 3.142
  • ZENOX:
    • 587 - Medium Mining Ship:
      • Has 2 Mining Bays (General Bays with size 100) instead of 1, like other races
      • Other Zenox Mining Ships have 1 Mining Bay like normal
      • Has both Weapon Arcs = 1.963, while other races (Haakonish, Mortalen, Teekan, Boskara, Ikkuro) for same ship have Arcs = 2.356
    • 600 - Large Mining Ship:
      • Has Engine Limit = 2 (with 3 Engine Bays => 2 available Engines), while other races have Engine Limit = -1 (with 3 Engine Bays => 3 available Engines)
      • Has 2 Small Weapon Bays, while other races have 1 Medium + 1 Small Weapon Bays (Arcs are OK though)
    • 609 - Large Fuel Tanker:
      • In Weapon Bays 1 + 2 has 2 Small Weapon Bays with Arcs = 1.963, while other races in same positions have 2 Small Weapon Bays with Arcs = 1.571
      • Weapon Bay 0 is OK
    • 610 - Large Freighter:
      • Has 1 Small Weapon Bay with Arc = 2.356, while other races have 1 Small Weapon Bay with Arc = 1.963
    • 618 - Large Colony Ship:
      • 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
    • 619 - Battlecruiser:
      • Weapon Bays 7 & 8 have Arc = 1.18 (this Arc doesn't exist for other races)
    • 626 - Battleship:
      • Weapon Bays 7 & 8 have Arc = 1.18 (this Arc doesn't exist for other races)
    • 635 - Heavy Battleship:
      • Weapon Bays 8 & 9 have Arc = 1.18 (this Arc doesn't exist for other races)
    • 639 - Dreadnought:
      • Weapon Bays 8 & 9 have Arc = 1.18 (this Arc doesn't exist for other races)
  • 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
      • 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
    • 855 - Small Space Port (v1):
      • Weapon Bay 4 (Size 39) has Arc = 1.5716 (probably should be 1.571)
    • 859 - Small Freighter:
      • Weapon Bay has Arc = 3.142, while others have Arc = 2.356
    • 865 - Small Troop Transport:
      • Both Weapon Bays have Arcs = 1.571, while others have Arcs = 3.142
    • 866 - Small Space Port v2:
      • Weapon Bay 4 (Size 39) has Arc = 1.5716 (probably should be 1.571)
    • 870 - Small Fuel Tanker:
      • Both Weapon Bays have Arcs = 1.571, while others have Arcs = 3.142
    • 872 - Resort Station:
      • Countermeasures Bonus = 10%, while for others = -0.05
    • 878 - Small Space Port v3:
      • Weapon Bay 6 (Size 39) has Arc = 1.5716 (probably should be 1.571)
    • 888 - Space Bastion (v1):
      • Weapon Bay 4 (Size 39) has Arc = 1.5716 (probably should be 1.571)
    • 890 - Large Fuel Tanker:
      • Has Engine Limit = -1 (with 5 Engine Bays), while other races have Engine Limit = 4 (with 5 Engine Bays) => Gets 1 more available Engine compared to others
    • 891 - Large Freighter:
      • Has 1 Small Weapon Bay with Arc = 3.142, while other races have 1 Small Weapon Bay with Arc = 1.963
    • 896 - Space Bastion (v2):
      • Weapon Bay 6 (Size 39) has Arc = 1.5716 (probably should be 1.571)
      • Has name = "Space Bastion" instead of "Space Bastion v2" (same as previous version)
    • 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, while other races have a Small (Size 39) with Arc = 3.142 in its place
    • 914 - Large Space Port:
      • Has only 4 Large Weapon Bays, while others have 8
      • Instead of 4 Large Weapon Bays (Size 120) with Arcs = 1.571 (for Haakonish these are 0.785), they have 4 Medium Weapon Bays (Size 39) with Arcs = 1.571
      • Weapon Arcs have same issue as others compared with Haakonish
    • 922 - Sector Space Port:
      • Has only 4 Large Weapon Bays, while others have 8
      • Instead of 4 Large Weapon Bays (Size 120) with Arcs = 0.785, they have 4 Medium Weapon Bays (Size 39) with Arcs = 0.785
      • Weapon Arcs have same issue as others compared with Haakonish
    • 938 - Medium Fuel Tanker:
      • Both Weapon Bays have Arcs = 1.571, while others have Arcs = 3.142
  • QUAMENO
    • 943 - Small Construction Ship:
      • Has weapon arcs = 1.963 (225 degrees) instead of 2.356 (270 degrees) like other races
    • 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 others
    • 958 - Large Mining Station:
      • Large weapon bay has arc = 1.963 (225 degrees) instead of arc = 3.142 (360 degrees) like others
    • 959 - Resort Station:
      • Has Countermeasures bonus = 10% instead of Countermeasures bonus = -5% like others
    • 966 - Medium Construction Ship:
      • Has weapon arcs = 1.963 (225 degrees) instead of arc = 2.356 (270 degrees) like others
    • 967 - Medium Exploration Ship:
      • Has Engine Limit = -1 instead of Engine Limit = 4 like others
    • 969 - Medium Freighter:
      • Has weapon arc = 2.356 (270 degrees) instead of arc = 3.142 (360 degrees) like others
    • 974 - Medium Space Port (v1):
      • Has 4 Large Hangar Bays, instead of 2 Large Hangar Bays like others (has 4 Medium Hangar Bays instead of 6)
    • 975 - Space Bastion (v1):
      • Medium Weapon Bays 6 & 7 have arc = 2.356 (270 degrees) instead of arc = 1.571 (180 degrees) like others
    • 978 - Large Freighter:
      • Has weapon arc = 2.356 (270 degrees) instead of arc = 1.963 (225 degrees) like others
    • 982 - Medium Space Port v2:
      • Has 2 extra large hangar bays (total 4) instead of 2 large hangar bays like others (2 medium are replaced by 2 large)
    • 984 - Large Construction Ship:
      • Has weapon arcs = 1.963 (225 degrees) instead of arcs = 2.356 (270 degrees) like others
    • 1023 - Superiority Fighter:
      • Has the same name as 1022 - Superiority Fighter (Level 13). It should have name = "Superiority Fighter v2"
  • GIZUREAN
    • 1045 - Resort Station:
      • Countermeasures Bonus = 0, while for others = -0.05
    • 1063 - Medium Colony Ship:
      • Has weapon arcs = 1.963 (225 degrees) instead of weapon arcs = 2.356 (270 degrees) like others
    • 1088 - Large Space Port:
      • Has 6 Large Hangar Bays instead of 4 Large Hangar Bays like others (2 Medium are replaced by 2 Large)
    • 1096 - Sector Space Port:
      • Has 6 Large Hangar Bays instead of 4 Large Hangar Bays like others (2 Medium are replaced by 2 Large)
    • 1097 - 1111 - All Starfighters
      • No weapon arcs
  • INDEPENDENT:
    • 727 - Small Freighter (Level 0):
      • Different (better) to others
      • Has Engine Limit = -1 (with 3 Engine Bays), while others have Engine Limit = 2 (with 3 Engine Bays), like other races
      • Has 2 Defensive Bays instead of 1, like other races
      • Costs 62 Steel (unlike the following versions)
    • 728 - Small Freighter (Level 1):
      • Has Engine Limit = 2 (with 3 Engine Bays), while previous version has Engine Limit = 3 (with 3 Engine Bays) => Downgrade
      • This hull doesn't exist for other races (only Small Freighter up to Level 0)
      • Has name "Small Freighter" instead of "Small Freighter v2" (same as previous version)
      • Has no Resource Cost (like Level 0)
    • 729 - Small Freighter (Level 2):
      • Has Engine Limit = 2 (with 3 Engine Bays), while previous version (Level 0) has Engine Limit = 3 (with 3 Engine Bays) => Downgrade
      • This hull doesn't exist for other races (only Small Freighter up to Level 0)
      • Has name "Small Freighter" instead of "Small Freighter v3" (same as previous versions)
      • Has no Resource Cost (like Level 0)
    • 730 - Small Freighter (Level 3):
      • Has Engine Limit = 2 (with 3 Engine Bays), while previous version (Level 0) has Engine Limit = 3 (with 3 Engine Bays) => Downgrade
      • This hull doesn't exist for other races (only Small Freighter up to Level 0)
      • Has name "Small Freighter" instead of "Small Freighter v4" (same as previous versions)
      • Has no Resource Cost (like Level 0)
    • 731 - Medium Freighter (Level 0):
      • Different (worse) to others
      • Has 2 LESS General Bays compared to other races
      • Costs 120 Steel, 120 Aculon, 120 Polymer (unlike the following version)
    • 732 - Medium Freighter (Level 1):
      • Different (worse) to others
      • Has 2 LESS General Bays compared to other races
      • Has no Resource Cost (like Level 0)
  • ALL PIRATES
    • 447, 478, 509, 540 - Space Bastion (Level 1):
      • Has the exact same Component Bays as previous version (446 - 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 are normal
        * Has name "Space Bastion" instead of "Space Bastion v2" (same as previous version)
    • 529 - Small Space Port (v1 - Level 0) - Pirates 4:
      • Has Size = 450 instead of Size = 350 like other pirates (but Maximum Size is the same). As a result, has 400 Available Space instead of 500 like other pirates
  • ABANDONED
    • Some hulls have resource costs, others don't
    • Same hulls with 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
    • 751, 752 - Monitoring Stations:
      • Have 2 less General Bays (12) compared to other races (14)
    • 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)
  • HIVE
    • 738 - Drone Bomber:
      • 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)
    • 739 - Drone Fighter:
      • 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)
RACES:
  • 1 - Ackdarian:
    • Victory Condition - Control Largest Ocean Colony, but Ackdarians prefer Deep Ocean
  • 3 - Haakonish:
    • Better at inhabiting Ocean planets than Forests, when their default is Marshy Swamps and Mangrove Forest - Could be intended
    • 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 (+10% Race Bias)
  • 7 - Zenox
    • Victory Condition Build Facility has incorrect Facility ID (ID = 0 - Planetary Missile Defense Mk1, when it should be ID = 73 - Galactic Archives)
  • 8 - Wekkarus
    • Missing Race Biases for Human (0), Ackdarian (1), Atuuk (9), Kiadian (13), Quameno (15), Securan (16), Shandar (17)
  • 9 - Atuuk
    • Race Biases are all positive instead of negative (supposed to be xenophobic according to Galactopedia?)
    • Missing Race Biases for Haakonish (3), Mortalen (4), Boskara (6), Dhayut (10), Gizurean (11), Naxxilian (14), Sluken (18)
  • 10 - Dhayut (DLC):
    • Victory Conditions "Control Own Homeworld" and "Conquer Most Enemy Colonies" have Amount = 0 (others have Amount = 1)
  • 11 - Gizurean (Vanilla & DLC):
    • Don't get along with other Gizureans (-40% Race Bias)
  • 12 - Ketarov:
    • Don't get along with other Ketarov (-10% Race Bias)
  • 13 - Kiadian:
    • Galactopedia is wrong about finding them on Continental worlds (Only Forest)
  • 15 - Quameno (DLC):
    • According to beta patch notes (1.2.0.0), Quameno gain population growth from event "A Piece Of The Puzzle", but that is not shown in game files (???)
  • 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)
  • 18 - Sluken:
    • Default Infantry ID is out of place (compared to other races - should be below character last names)
  • 20 - Shakturi:
    • Because they exist as an entry, their pop can spawn inside abandoned colony ship. However, they have no Habitability and thus can not colonize anywhere.
  • 248 - Berserk AI:
    • Missing Race Biases for 8-19 (includes playable Dhayut, Gizurean, Quameno)
    • Default Infantry ID is out of place (compared to other races - should be below character last names)
  • 249 - Crazed Hive Insectoids:
    • Missing Race Biases for 8-19 (includes playable Dhayut)
    • Default Infantry ID is out of place (compared to other races - should be below character last names)
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
  • 0 - Republic:
    • Uses Cabinet = True, but no cabinet members or name
    • Missing government biases for Path of the Ancients (10), Harmonious Utopia (11), Surveillance Oligarchy (12), Geniocracy (13), Technocracy (14)
  • 1 - Mercantile Guilds:
    • Has Empire Bonus Colony Happiness at 0%
    • Has second Name "Republic"
    • Uses Cabinet = True, but no cabinet members or name
    • Missing government biases for Path of the Ancients (10), Harmonious Utopia (11), Surveillance Oligarchy (12), Geniocracy (13), Technocracy (14)
  • 2 - Democracy:
    • Uses Cabinet = True, but no cabinet members or name
    • Missing government biases for Path of the Ancients (10), Harmonious Utopia (11), Surveillance Oligarchy (12), Geniocracy (13), Technocracy (14)
  • 3 - Feudalism:
    • Uses Cabinet = True, but no cabinet members (but has Name)
    • Missing government biases for Path of the Ancients (10), Harmonious Utopia (11), Surveillance Oligarchy (12), Geniocracy (13), Technocracy (14)
  • 4 - Monarchy:
    • Missing government biases for Path of the Ancients (10), Harmonious Utopia (11), Surveillance Oligarchy (12), Geniocracy (13), Technocracy (14)
  • 5 - Military Dictatorship:
    • Uses Cabinet = True, but no cabinet members (but has Name)
    • Missing government biases for Path of the Ancients (10), Harmonious Utopia (11), Surveillance Oligarchy (12), Geniocracy (13), Technocracy (14)
  • 6 - Technocracy:
    • Uses Cabinet = True, but no cabinet members (but has Name)
    • Missing government biases for Path of the Ancients (10), Harmonious Utopia (11), Surveillance Oligarchy (12), Geniocracy (13), Technocracy (14)
  • 7 - Hive Mind:
    • Missing government biases for Path of the Ancients (10), Harmonious Utopia (11), Surveillance Oligarchy (12), Geniocracy (13), Technocracy (14)
  • 8 - Way of Darkness:
    • Has Empire Bonus Colony Income at 0%
    • Doesn't get along with other Way of Darkness (Government Bias) at -40%
    • Missing government biases for Path of the Ancients (10), Harmonious Utopia (11), Surveillance Oligarchy (12), Geniocracy (13), Technocracy (14)
  • 9 - Way of the Ancients:
    • Has Empire Bonus Colony Income at 0%
    • Missing government biases for Path of the Ancients (10), Harmonious Utopia (11), Surveillance Oligarchy (12), Geniocracy (13), Technocracy (14)
  • 10 - Path of the Ancients:
    • Has Empire Bonus Colony Income at 0%
    • Has Empire Bonus All Ships Maintenance at 0%
    • Has Empire Bonus Planetary Facility Maintenance at 0%
    • Missing government biases for Path of the Ancients (10), Harmonious Utopia (11), Surveillance Oligarchy (12), Geniocracy (13), Technocracy (14)
  • 11 - Harmonious Utopia:
    • Uses Cabinet = True, but no cabinet members or name
    • Missing government biases for all other governments
  • 12 - Surveillance Oligarchy:
    • Uses Cabinet = True, but no cabinet members or name
    • Missing government biases for all other governments
  • 13 - Geniocracy:
    • Uses Cabinet = True, but no cabinet members or name
    • Missing government biases for all other governments
    • Missing all Economic Factors
  • 14 - Cell Hegemony:
    • Missing government biases for all other governments
    • Missing all Economic Factors
ARTIFACTS:
  • 34 - Talisman of the Wise Navigator:
    • Bonuses Apply Only When - Both = False (one should be True? Otherwise bonuses don't apply at all? Do they apply when on a Ship? Artifacts are automatically transferred to colonies when ship approaches a colony for refuel/repair)
PLANETARY FACILITIES:
  • 7 - Planetary Missile Defence Mk2:
    • Typo in name. Should be: "Planetary Missile Defense Mk2" (s instead of c in "Defense")
    • Other versions are "Defense"
  • 26 - Holographic Network:
    • Should probably have Recreation Rating (like Medical facilities do)
  • 29 - Reality Adjustment Matrix:
    • Should probably have Recreation Rating (like Advanced Medicomplex has Medical Rating)
  • 104 - Ancient Guardian Vault:
    • Has the same ID as Gizurean Degenerate Burrows (104)
    • Has the same family ID as 98 - Ancient Puzzle Park (56)
User avatar
MaximKI
Posts: 2675
Joined: Thu Oct 20, 2022 12:29 pm

Re: [1.2.0.5] List of coding erros and typos I have found in XML data files

Post by MaximKI »

Thanks so much for the breakdown, we'll investigate and work through this on our end.
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