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Energy Weapons Damage 3 should include chemical science

Posted: Sat Mar 09, 2019 4:57 am
by n_slash_a
I would expect the research progression for Energy weapons damage and Laser turret shooting speed to be:
1 & 2 - Automation/Logistics/Military
3 & 4 - Automation/Logistics/Military/Chemical
5 & 6 - Automation/Logistics/Military/Chemical/Utility

However, for Energy weapons damage, level 3 only requires Automation/Logistics/Military (and not Chemical). Laser turret shooting speed 3 does include Chemical.

Re: [0.17.8] Energy Weapons Damage 3 does not include chemical science

Posted: Wed Mar 13, 2019 8:52 pm
by ruy16109

Re: [0.17.8] Energy Weapons Damage 3 does not include chemical science

Posted: Thu Mar 14, 2019 1:32 am
by tehfreek
ruy16109 wrote: Wed Mar 13, 2019 8:52 pm Related: viewtopic.php?f=7&t=67541
Not quite. That issue is about research prerequisites, this one is about science packs required to perform the research.

Re: [0.17.8] Energy Weapons Damage 3 does not include chemical science

Posted: Thu Mar 14, 2019 4:58 pm
by ruy16109
tehfreek wrote: Thu Mar 14, 2019 1:32 am
ruy16109 wrote: Wed Mar 13, 2019 8:52 pm Related: viewtopic.php?f=7&t=67541
Not quite. That issue is about research prerequisites, this one is about science packs required to perform the research.
Yes you are correct. I guess I didn't read closely enough in this post.

Re: [0.17.8] Energy Weapons Damage 3 does not include chemical science

Posted: Fri Mar 15, 2019 11:33 am
by makrom
I actually appreciate some irregularities in the research tree, having some items that are a bargain while others are more of a blocker.

Re: [0.17.8] Energy Weapons Damage 3 does not include chemical science

Posted: Tue Mar 26, 2019 10:29 pm
by Klonan
Moving to ideas and suggestions

Re: Energy Weapons Damage 3 should include chemical science

Posted: Sat Apr 20, 2019 9:39 am
by Chao
makrom wrote: Fri Mar 15, 2019 11:33 am I actually appreciate some irregularities in the research tree, having some items that are a bargain while others are more of a blocker.
I agree with this. In fact I'd argue the biggest problem with infinite research is the regularity of research making it too easy to explicitly optimise. I'd love if each level as it became available randomised the ratio of each pack between 0 and 2. Combine this with a circuit provider that output signals equal to the current research recipe ratios and you could add in being able to intelligently turn on and off sections of factory as needed. I love seeing factories as they switch between production priorities but it all gets a bit static by the end.