0.16 -> 0.17 Military tech conversion

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DeCristoforis
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0.16 -> 0.17 Military tech conversion

Post by DeCristoforis »

Hi!

Does anyone know exact military tech conversion algorithm between 0.16 and 0.17?

In my case "Laser weapon damage" of 14th level converts to "Energy weapon damage" of level 7, so laser turret damage bonus drops from +720% to +300%, making my perimeter defense system almost useless. Is is a bug or a feature?

I've attached 4 screenshots before and after upgrade. (Pay attention, that levels in tech screen are levels available to research, so levels already researched are 1 less)

Thanks! )
Attachments
Tech screen in 0.16
Tech screen in 0.16
Tech.png (175.81 KiB) Viewed 3365 times
Tech screen in 0.17
Tech screen in 0.17
Tech.17.png (359.93 KiB) Viewed 3365 times
Bonuses in 0.16
Bonuses in 0.16
Bonuses.png (676.71 KiB) Viewed 3365 times
Bonuses in 0.17
Bonuses in 0.17
Bonuses.17.png (197.8 KiB) Viewed 3365 times

makrom
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Re: 0.16 -> 0.17 Military tech conversion

Post by makrom »

Interesting, that would explain why biters cut through my defenses like butter in my late game .16 save.
I am aware of the other changes like AOE damage or spawner absorbtion, but that alone wouldn't explain how quickly they overrun my turrets.

Guenni7
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Re: 0.16 -> 0.17 Military tech conversion

Post by Guenni7 »

I have the same problem, .16 savegame is unplayable on .17 , the biters go trough the defences in under 5 mins.
Laser turret damage is not even half as it was before :(

warzouz
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Re: 0.16 -> 0.17 Military tech conversion

Post by warzouz »

I hat this issue.

Solution :

In 0.16, improve your defenses before migrating to 0.17. Further more, you should stockpile science packs because your factory will have to be recreated. There is some cheap science you can quickly regain to improve your efficiency.

I did that and it went well.

DeCristoforis
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Re: 0.16 -> 0.17 Military tech conversion

Post by DeCristoforis »

In the end, I did the same. I've doubled amount of laser turrets, and stacked large amount of science packs (except green and red) :)

makrom
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Re: 0.16 -> 0.17 Military tech conversion

Post by makrom »

Seems to be the same as this (to be resolved) issue://forums.factorio.com/viewtopic.php?f=30&t=67731

DeCristoforis
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Re: 0.16 -> 0.17 Military tech conversion

Post by DeCristoforis »

makrom wrote:
Mon Mar 18, 2019 4:49 pm
Seems to be the same as this (to be resolved) issue://forums.factorio.com/viewtopic.php?f=30&t=67731
Definitely! But too late for me :D I have energy weapon damage lev.12 already

Maddhawk
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Re: 0.16 -> 0.17 Military tech conversion

Post by Maddhawk »

I have never used lasers on my outer walls, so I can't comment on that. I just use regular turrets with piercing ammo and flame throwers. Even now, with mad pollution and 99% evolution, biters insta die soon as they are in firing range. I haven't done any infinite research as of yet either though I have em all unlocked.

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