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Spaceport reactor energy imbalance with late game bonuses

Posted: Sat Apr 20, 2024 6:38 am
by rustyj
There seems to be something out of kilter with the spaceport and defensive base reactor/weapons bonus balance late game, I suspect - unless I am doing something wrong or is this intentional? Same bonuses applied to battleships and destroyer does not produce the same issue. Both bases are unable to fire, I believe, as there is not enough energy. I have over 20 bonus rounds for missiles and reactor energy at this stage.

I've tried focussing on increasing reactor bonus, but it's barely moving the needle.

[Edit] I didn't make it clear. The AI loaded out the spaceport. And the offending weapon is clearly the reinforcing swarm missiles. Even one bank of the bonus boosted missiles requires more energy than all those bonus boosted reactors. So atm it is impossible to used boosted missiles on spaceports, and probably ships.

Spaceport.jpg
Spaceport.jpg (581.51 KiB) Viewed 444 times

Re: Spaceport reactor energy imbalance with late game bonuses

Posted: Sat Apr 20, 2024 7:31 am
by Ax
Stations don't move and can therefore use solar panels for all their energy needs. Reactors serve mostly as batteries and backup. Your epic horde of reactors may also be running into fuel shortages or an engine limit possibly?

Re: Spaceport reactor energy imbalance with late game bonuses

Posted: Sat Apr 20, 2024 10:17 am
by rustyj
Ax wrote: Sat Apr 20, 2024 7:31 am Stations don't move and can therefore use solar panels for all their energy needs. Reactors serve mostly as batteries and backup. Your epic horde of reactors may also be running into fuel shortages or an engine limit possibly?
I have a bit of trouble trying to make sense of the statistics side of weapons. From what I can see, the bonus boosted reinforcing swarm missiles are the issue. Just one bank of missiles needs more energy than all those reactors can provide. ATM I have six banks. So I cannot use bonus boosted reinforcing swarm missiles at all, which seems odd.

I could switch over to titan blasters which I have on my ships, but the range is reduced by roughly 3/4 from memory. It appears to make sense to use long distance weapons for static bases, so what is the answer?

So I get back to my original thoughts that there is an imbalance with the boosted missiles, or it is intentional to stop them being used.

Re: Spaceport reactor energy imbalance with late game bonuses

Posted: Mon Apr 22, 2024 4:23 pm
by MaximKI
Thanks for the post.

See what happens if you replace you reactors with energy collectors. As Ax mentioned, we made a change where most stations don't need Caslon to operate their weapons and the AI designer should accommodate this change with enough energy collectors (if the design was automated).

Regarding the bonuses, please upload a save where you're seeing this and we'll take a look.