(1.08) Components available that shouldn't be |
I'm just trucking along when I open up the ship design screen and find that I have a lvl 1 shield imploder and a lvl 22! massive ionic disperser available to be put in designs. As cool as these components are, I didn't research the requisite techs yet.
Is this a bug, or did I get a random event or something that I missed?

Component order altered?
It's not normal behaviour for ruins anyway - I was just saying that this components only come from there.
What I think happened is that something has been altered in the components.txt file by the patch that has slightly altered the order of the components. Since the items are remembered by their position in the file, inserting/deleting etc. shifts their positions. I don't have a copy of the 1.08 components.txt file to compare but that would be my guess.
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Speaking of components that
Speaking of components that shouldn't be, is there any reason that you get all 3 types of torpedo (antimatter, quantum, and gamma) all at once? The quantum torpedo does way more damage than the antimatter, and the gamma torpedo has range comparable to a CSM!
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Mr. Flibble says...
Game over, boys! 

Stock Files = Illogical
Ed, have I told you not to look for logic in the stock data files?!!
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Side effects
Again, it's likely side effects from changes in the data files... did you have high levels of tech in a nearby component in the file?
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This might be related. I
This might be related. I applied the patch to an on-going game and I had all my research going into one item and every turn I received the next level of research for a weapon I was not researching. I just thought my old game was not compatible and started a new game. I'll see what happens.
Antimatter vs. Quantum vs. Gamma torps
That bugged me too; I couldn't see why anyone would use Antimatter Torps when Quantum Torps had the same cost, structure, supply/ordnance use, etc., but with better damage. Then I looked at the tech chart (available on Kwok's site, created by TampaGamer) that claims Quantum torps are supposed to have an extra research requirement - Quantum Engines Level 1 (which is WAY too high a requirement, IMHO, for the relatively minor damage bonus Quantum Torps have over AM Torps, but that's a different subject). I double-checked this in the Components data file, and that also indicates that you're supposed to research both Torpedoes AND Quantum Engines to get the Quantum Torpedoes. So it looks like the game isn't properly checking for research requirements on torpedoes.
There's a reason for that.
Look right above the requirements, where it says "Number of requirements = 1". Since the quantum engine requirement is #2, its ignored. My guess is MM decided that having the second requirement made them too expensive but didn't take it out completely.
As for the Massive Disperser- right now ruins are disappearing after the first turn. Maybe they're still there but not giving messages correctly, because ruins are the only way to get that technology.
i thinks thats a copy paste
i thinks thats a copy paste bug.
see at Anti - Ship Warhead Neutrino and the other Anti - Ship Warheads
Number Of Requirements := 2
Requirement 1 Description := Empire must have at least tech level 1 in Warheads.
Requirement 1 Formula := Get_Empire_Tech_Level("Warheads") >= (1 + ([%Level%] - 1))
Requirement 2 Description := Empire must have at least tech level 1 in Drones.
Requirement 2 Formula := Get_Empire_Tech_Level("Drones") >= 1
Requirement 3 Description := Empire must have at least tech level 30 in Shield Damaging Weapons.
Requirement 3 Formula := Get_Empire_Tech_Level("Shield Damaging Weapons") >= 30
so i think thats a copy paste bug. 




From Ruins
Those components are equal gained from ruins - although I don't recall that they were fixed by the patch...
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