What's up with Devastation Beam SB module?

Where the hell does it come from?

In my games one thing I notice is that whenever I build a Starbase the Devastation Beam is available very quick if not imediatly. I've reasearched a little and in one FAQ (from gamefaqs.com) the dude says that the required tech for it (Subspace Ripper) may not even be on the game. I then downloaded Galactopedia and looked for the Devastation Beam module and surprise! It ain't there. Neither is the Subspace Ripper tech.

So yeah, what's up with one?
13,509 views 14 replies
Reply #1 Top
What's up with this one *

( typo )
Reply #2 Top
I have noticed this since day one and wondered about it ever since then.

Thanks for asking, maybe someone will have an answer.
Reply #3 Top
I've always wondered about the survey module never being free even after the galactic guide book, but no one cares, lol.
Reply #4 Top
The devastation beam becomes available when you research beam weapon theory, but I think it might be lasers.
Reply #5 Top
Survey Module IS free after GGB....you just don't pay attention. And no, we don't really care.
Aaannnyyywwwaayyyss.

The OP asked about Starbase modules that are screwed up, well only one, but he hasn't noticed the others yet I guess. I've modded that file extensively, so here's what I can tell you about it.

Devastation beam has a mass driver and a missile equivalent.
The mass driver version is called Atlas Sling and is available mid-way through the mass driver tech tree at Singularity Drivers.
The Missile equivalent is called Matter Detinators (sic) and isn't available until the end of the missile tech tree at Black Hole Eruptors.
Subspace Ripper, as pointed out, doesn't actually exist, so the tech requirement is ignored and the only Real requirement is to have Battlestations installed first.

With the exception of the Battlestations series, these are the only modules that give starbase attack outside of the Starbase Fortification tech tree. There are also corresponding defense modules given at the end of the appropriate defensive techs, except the shield version, which for some reason, is available 4 techs earlier.

Speaking of Battlestations, were you aware that Battlestations II through IV are supposed to give Defense as well as Attack? Unfortunately due to a code limitation, one module may not have 2 or more abilities attached to it, so the first one (StarbaseAttack in this case) is the only one actually used.

Battlestations are a requirement for most Starbase attack and defense given through the Starbase Fortification tech tree, with the exception of the attack modules given by Starbase Fortification II and III. Apparently they forgot to place a module restriction on those upgrades, so they are available as soon as you research the tech, even if it's your first module. This is inconsistent with the corresponding defense modules, which are steady upgrades of each other.

Along the Cultural influence tech tree, the first tech, Xeno Business actually gives you a module that is an upgrade to the diplomatic influence module, Interstellar Embassy. There's already a module upgrade for this on the appropriate tech path. It's just a second one, for no apparent reason, and with no furthur upgrades. The REAL Cultural tech modules start with the next tech up, Cultural Domination which gives you the Franchise Center.

While most of the Economic module upgrades are available with the corresponding industrial tech, for some odd reason the fourth one requires Advanced Computing. No real reason there as far as I can tell. Most people I don't think really notice, since Advanced Computing you usually get WAY before you ever research Manufacturing Centers, which gives you the 5th upgrade.

The AttackAssist module Fighter Drones and DefenseAssist modules Beam Interceptor and Protection Fields are the only ones that require Battlestations to be installed first. No such restriction is placed on the massdriver or missile equivalents. Mass Driver AttackAssist modules are also slightly better than the other two, but since mass drivers mostly suck, this more or less balances out a little.

I'd place my mod up there which fixes all of this, but it also has modules to techs that don't exist in the original game and really can't be used stand-alone. Maybe I'll make a pure fix mod someday that doesn't change anything about the game except all these little inconsistencies. Hopefully though, the Stardock guys will eventually get around to fixing this file, and such a mod wouldn't be needed.
Reply #6 Top
OK, there are more problems so it seems. I just noticed this one because I could never find the tech that made it available, finding it odd. And I think the +7 weapons modules should be equally given in the tech tree. I mean, having Matter Detinators (shouldn't it be Detonators?) available only with the Black Hole Eruptors and the Devastation Beam and Atlas Sling early in the game doesn't seem very logic to me.

Anyway, I hope Stardock will address these inconsistencies in a future patch.
Reply #7 Top
OK, there are more problems so it seems. I just noticed this one because I could never find the tech that made it available, finding it odd. And I think the +7 weapons modules should be equally given in the tech tree. I mean, having Matter Detinators (shouldn't it be Detonators?) available only with the Black Hole Eruptors and the Devastation Beam and Atlas Sling early in the game doesn't seem very logic to me.

Anyway, I hope Stardock will address these inconsistencies in a future patch.


its balanced as is. Your proposul would put even more weight on military technology. Which already has so much.
Reply #8 Top
its balanced as is. Your proposul would put even more weight on military technology. Which already has so much.


Sure. But I don't understand the reason behind such misplaced modules. One requires a tech that doesn't even exist and another one requires one to research the entire missle tree. Atlas Sling is probably the coherent one.
Reply #9 Top
Hmm, I have not seen any very active minor-race, they just seem to sit there.

In my current game a minor-race asked for my help against my enemy the Iconians. I happened to have a decent medium class ship, Seastar-1800 (designed for fighting the Iconians in this game), near the minor-race planet. I bounced the minor-race a few BC's in the request and promised them the ship. I then flew the ship right up to their planet and signaled for their crew to board. I was hoping to see the minor-race do some damage and if that went well, lend-lease a few fleets to them.

I have monitored the actions of Seastar-1800. It has done nothing. One whole year of sitting right where I left it. The entire Seastar class has gone to obsolescence. Seastar-1800 has seen no action in the hands of the minor-race. Not a single thrust or weapons test. They didnt even put it in orbit.

Note to self: Send ship manuals to minor-race or take minor-race out of the gene pool.

Reply #11 Top
Yeah, giving stuff to the minors is a crapshoot. Sometimes they use 'em sometimes they ignore 'em.

Hope this bug will be fixed one day.
Reply #12 Top
Um, this is about the Devastation Beam SB module, not minor races. I wonder how you guys do not notice this...
Reply #13 Top
Just wanted to bump this one for the devs doing 1.4. Just another player who has noticed the Devestation Beam available to my star base from "day 1" (v1.0).

Awesome lifestyle, er, game. Keep up the good work!
Reply #14 Top
Mass Driver AttackAssist modules are also slightly better than the other two, but since mass drivers mostly suck, this more or less balances out a little.

Um... Well, going off of the BlackHole Gun, the Mass Drivers are really pretty good. In fact, I suspect one could probably get just as much offensive power out of them as they could the Black Hole Eruptor.

... having actually looked at the statistics for them on the Wikia, now... The Black Hole Generator/Gun seems to be better for Medium and smaller, while the Eruptor is best for Large and Huge. However, the mid-range of ships (the Smalls to the Larges) could pretty much use the two weapon systems interchangeably, as the difference is in the hundredths of efficiency.

The Doom Ray is still pretty much worthless, though, unless you're dealing with opponents that have good Armor and Point Defence but are lacking in Shields.