Arnorian Battle Armor

DA

I see in the research the Arnorian Battle Armor is shown to be +5 Hit points.  But when i go to use it in the ship builder it is +6 Armor.  Since it is on its own reasearch line, wouldnt the +5 HPs be more accurate/useful?
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Reply #1 Top
The tech itself provides a +5% racial hp bonus.

It also unlocks the component Arnorian Battle Armor, which provides the +6 armor you see, on a component basis.
Reply #2 Top
On a side note, i couldn't help notice a 'bug' about how the Arnor Armor tech itself gets inserted into the research screen layout.
Being almost coincidental as the Kanviums node and its preq being Point-Defense III... the symbolic double-dot line tag (as the tree of DA is more compressed than the DL one) tries to illustrate that fact to us, but i think fails to be obvious enough.

Some other areas where a similar flaw annoys me; Psionic Beam/Phasor-s, Psionic Shredder/Graviton Driver-s, Rebounder/Barriers.

There is also the case of Good & Evil leading to the 'or' clause for Balance-Vision/ConceptofMalice-Evil/Righteousness subsequent nodes, which gets somehow linked underneath the Warp Drives slotbox and, as a result makes selection through click of both or anyone simply impossible to do!

Anyone else noticed these odd things?
And if so, shouldn't SD coders look for a way to correct it?

As i further develop the "GTeChnos" utility and must depend on a single true/valid/official layout (which in turn will get even more complicated once i start to integrate the TA multiples!), it would be much easier to rely on genuine items and full comprehension of the real thing. Taking into account, research paths are only linear. Please note that i managed to explore the xml also and found a few other "errors" where old DL stuff still shows up on the DA-listing; Historical Preserve for example isn't active in a DA setup and so aren't Extended&Ultra Farming which were, it seems, indirectly replaced by the new Fertility Clinic node.
Etc.

Sorry for highjacking your thread Ackos, but since your comment lead me directly to these thoughts i HAD to type the above before forgetting about it.

- Zyxpsilon.

Reply #3 Top
After reading myself back, i realized the 'arguments' above may have sounded like i don't get the Evil/Good exclusivity techs & weapons. I do.

But, my point was that the new layouts get ONLY activated once the Ethic side has been properly choosen and not as an indirect (previous) way for us to consult the whole rundown over technologies as it is initialized - say, with all unresearched grey_boxes.
More like a little "annoyance" to me than a bug or error on SD coders part, in fact.

Besides, i just found an alternative slicky way to show all of these on the GTeChnos tool. It's incredible what simple small tags can do once they are properly devised and used effectively. ;)

- Zyxpsilon.
Reply #4 Top
+5% HP or +5 HP? Unless your starting HP is exactly 100, there is a difference (potentially large).

Zyxpsilon - I'm not 100% sure I have any idea what you're talking about. Do you have a problem with the fact that alignment-specific techs are not displayed until you have selected an alignment? It may have been different with DL, since I started with DA, but DA & TA operate the same way - you don't see the alignment tech until you pick the alignment.
Reply #5 Top
Not a "problem" to have these shown to us only AFTER the alignment has been choosen... it's just that (to me) it would make sense to always have *all* the available and unavailable (even if dependant on some further choice made - toggle-like) techs displayed on a full tech-tree.

Like i previously said, the GC2 design team probably felt that hiding those would not harm the gameplay "patterns". And, that having them popup like a surprise could be fun. They ARE right. Although, some people may want the real facts clearly spelled out straight ON the interface.

Example; the Germ warfare branch is exclusive to Races with the Annihilator_Super unless you're stealing. BUT... anyone else doesn't get to know this fact from the tech-tree itself and only IF they share the same SuperAbility! :)

Thus, the invisible edges aren't intuitively compensated by other similar techs just as Evil gets three new weaponry when Good counters with three new defenses. Somehow, this has to do with the impression we get from research as a whole - and if, partial section(s) remain unknown to us (not discounting experiencing it through multiple games & instinctively REMEMBERING the pseudo-locations of these techs on the current tree presented to us!) we would not realize the entire scope of possibilities.

Not really serious, just plain simply annoying.

- Zyxpsilon.