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Alien Processors require Alien Electronics and Alien Crystals to be researched
Both Alien Ele and Alien Crystals require the organ swap research
Long Answer:
What you collect/build and what difficulty both influence attack strength.
Alien tech gives you the strongest & highest numbers (At the cost of some other stats).
To keep attacks threatening & balanced, Alien tech should make attacks a little more difficult.
(Compared to Cyber / Galactican / Carbon)
Difficulties (Like Very Hard) multiply an attacks strength.
Hard is 1.2x
Very Hard 1.75x
Insane 3x
Simplified Example
Building an Alien Battery would cause the next attack to gain +5 Shrieker Mothers
Building a Cyber Battery would cause the next attack to gain +3 Shrieker Mothers
Very Hard takes the Alien Batteries +5 and turns it into +9
Very Hard takes the Cyber Batteries +3 and turns it into +5
This should explain and put numbers behind that feeling you have playing.
I also noticed that for the hacking terminal if characters don't finish what ever they're working on there isn't a partial for the work to be continued. this makes using priorities problematic in my colony of 30+? I have the que set to 1 thing and have it on "forever" to get around this plus 16 terminals. not sure if this ws intended or not
Is there a way to get around the galactic weapon research bug? i have everything but still say im missing the items
thanks again for your help
Cyber requires only 2 tiers of Galactican; and Alien tech just requires a Dissectory and storage (Or enough death to sustain the Organ cost)
The little semblance of balance I work towards it making the tech "choice" give loosely equivalent power.
Galactican tech trades high #'s for "safe" and comfort (Never breaking, give high temp ranges, not going to give you enemies by using, etc...)
Cyber have better #'s than Galactican, BUT are hard to wield/use (Lose temp range, breaks easier, it's illegal, etc..)
Alien give slightly better #'s than Cyber, but are only good at ONE thing. And I'm currently developing consequences for colonies who dabble with this planets extremely unknown biology.
A patch should go out this weekend which will include the Research bug, in the meantime you can:
- unsub + resub
- Load game
- Take weapons research out of queue
- deconstruct + reconstruct
- place research back
That seemed to work for the player(s) who have hit it before (In the bug report discussion)