Can you post comments and stuff in the SE.net forums? Perhaps I will get Fyron to create a subforum for the games.
From Ed's post at PBW.
Quote:
Ed Kolis said:
We can't use heavy mounts on torpedoes but light mounts are OK? Not to mentino using mounts on FAT bombs...
There sure are a lot of component categories, which is rather confusing - how about lumping the weapons together at the end of the list like this: "Weapons - Pulse" instead of "Pulse Weapons"?
The design name lists are rather short...
The glucose pods say they need to be "repair" rather than "repaired" after each use...
Something weird is going on here... I added a Sensor Pod to my explorer hull, then added Combat Sensors, and the attack rating shot up 2% when I added the combat sensors... as if the ability only partially stacked! Did you perhaps use a negative minus-to-attack ability for part of the Combat Sensors' ability instead of a positive plus-to-attack ability for the whole thing?
The Nectar Extractors have the same pic as teh Protein Harvesters, not as the Carb Collectors as I'd expect...
Why can reactors and auxiliary control be placed on bases?
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Light mounts are fine. The main reason I am restricting large mounts on torpedoes because they are heavy damage weapons already and the 2x damage mount is too unbalancing against small ships. Bombs are fine because they only target planets.
I will rename the weapon groups with the weapon prefix like I did in the tech area file. Thanks for pointing that out.
The design name files are WIPs. Some of them are much longer now (100-200 names), but weren't when I released it.
A lot of the images are just placeholder images for now. I will work on fixing those issues with similar or duplicates.
There is nothing wierd with the sensor pod. If you read the description it says it does not stack with combat sensors. What you are witnessing with the 2% difference is that the sensor pod has a 2% lower attack bonus since it is a combo component with long range scanners versus the dedicate combat sensors. When you have both on a design, it will the one with the highest value (combat sensors, +2% more) since they have the same family number.
I am toying with the idea of having bases joining fleets for supply - that and sometimes I forget to restrict these things to ships and drones. Speaking of drones I didn't add those in the last patch did I? Crap!