Weehee!
{joins "Horrible Doom"}
Comments...
How come the "Nutty" mounts don't require the Gun Nuts racial trait?
You do know that you don't have to make duplicate copies of every quality mount and small mount just for different unit types, don't you? Just list them separated by slashes or commas! (Heck, spaces would probably even work - it's one of the few places SE4 isn't anal about its data files!)
The "Buckytube Weave I-III" mounts have the same abbreviation... how about Bt1/Bt2/Bt3? Also, why does only the third one have shields generated at 100%? (The rest are at 0%!) Do the earlier ones negate the ability of shield generators, or is that mount not applicable to shield generators
Machine Shop I is still missing its roman numeral...
Training Facilities require Training Methods level ZERO???

... whoa, a million organics, those things must take CENTURIES to build, even longer than a facility! How about making them cheaper but giving them a negative maintenance reduction so they cost more in upkeep? Oh, and might I suggest making each level a separate component family so you don't have to turn off Only Latest to put on a lesser one, and so you don't automatically upgrade to the fanciest Version when you upgrade your design? I can think of many situations where you would not want to put the best one on a base - it might just be too expensive! 60 familiies might be a bit much, but I think it would be well worth it... Of course I could be wrong - if you don't want it don't research it - but it might be nice to have the tech available if necessary, and you might have several grades of training bases, some for the front and some for the homeworlds... Oh, and the Training Facility 3x should say "triple the normal rate" not "double", and what is the point of increasing 3% per turn up to 1%??? ... and the 3x are no more expensive than the 2x? I'd thought they'd be 100K min/rad!
I like how fancier standard-class master computers prevent fewer & fewer psychic scans - if they're so smart, why CAN'T the psychics detect them!
I don't think automated bridges should have the Boarding Defense attribute - WHAT command staff???
I don't think you need to give Crew Quarters the Boarding defense attribute either - don't they get that automatically?
Spirit crew quarters are only 5 kT? What, are they monks who live in spartan conditions?
Scavengers are better at combat than swashbucklers? Gee, somehow that doesn't seem right...
It would be nice to know exactly how much boarding defense your security stations provide, rather than "elite personnel" or somesuch...
Hunter killer drones take up ONE kiloton??? And they're almost as effective as boarding parties???
Solar Reactor I and that zero tech level requirement again...
Nomads who start with Solar Sails... Sounds about right! Kind of like "Treasure Planet" huh?
Solar Sail II has 60 kT structure while the others only have 6! (And why don't they have the Armor attribute? They are a very vulnerable part of the ship!)
Why do the large engines have "Generates 0 bonus movement" as their first ability? Would kind of distract the eye from the other abilities - QNP HAS no bonus movement anyway!
Ah, research weapon overloading weapons to get temporal cloaks! Interesting... or was that supposed to be a surprise? (I see they start on level 2 so you wouldn't notice unless you started down that path or looked at the data files... oh well by the time the game starts I'll forget probably! )
Uh, what is the point of multiple levels of buckytube gel plating if they don't get a better damage resistance/cost ratio?
Organic armor's solar supply generation should say "per month for each star in the system"
All right, did you actually take the idea of "make the Talisman huge but decrease its size with tech advancements" from me or did you think of it independently?
Why are active scanners so expensive, both in research and radioactives cost?
The Long Range Scanner I is still fairly useless... so is the Graviton Hellbore (why not give it a + to hit, if it creates a big gravity well...) Yeah, I know, I expect P&N to fix everything that's wrong with SE4
The DUC I for fighters/troops is missing...
Did you hear that a weapon can't have zeroes for its damage at close range and then have actual damage farther out or else it won't fire - the game hits a zero and thinks it's run out of range! How about changing the Graviton Flux Cannon to do 1 damage at close range...
PD cannons/lasers still don't have an ability highlighting their accuracy bonus...
Whoa, CSM's are cheap! Maybe they will be useful now - sure, my destroyer won't Last long against yours, but when I can build four times as many of them as you can... MUWUHAHAHA Of course with all those supplies you'll need this will REALLY give a rustic space-pioneer feel - yar, I've got this ship here, she's got four o'them missile bays, but boy howdy do we need to keep her fueled up or we can't fahr anything!
ION PULSE CANNONS! Woohoo! OK, it's nothing big, but I like how you borrowed from MOO2 - sure, you can't cause a warp core breach (those were fun ) but MOO2 just plain rocks
But it's still called "Planetary Napalm"? I know it's not literally napalm, but wouldn't "Thermonuclear Bomb" be a bit more accurate? Dropping napalm on a planet just doesn't quite cut it for sci-fi...
Ooh, with kamikaze warheads' damage pumped up, they might actually be useful! (Who needs drones... when you have hordes of suicidal fighter pilots! ... uh oh your name is Suicide Junkie, better watch out )
Ooh... massive shield depleter has massive Accuracy bonus... looks like fun
Those ultra-recycler nodes... If you bump up your Maintenance Reduction, will you get a NEGATIVE maintenance cost???
I think you can remove the mount placeholders from Components.txt soon - I hear the latest beta patch reports the mounts as researched properly... what IS that Last generic "Mount Reports" for anyway?
Yay, robotoid factories are less effective so it's worthwhile to build mineral scanners and such! (Funny, I got that idea too... don't recall telling anybody )
Ooh, custom spaceyards! So you can build some that specialize in minerals, orgs, and rads! I likey! But why do they all cost the same?
System grav shields no longer stop ordinary star destroyers, just black hole/nebula creators?
"Legacy Infrastructure"? something removed in a previous Version?
yoink, spaceyards are expensive! so much for my strategy of building one on every planet!
Darn... you know, now that I've gone through everything, I wish I'd just waited till the game started so it would be new longer... oh well, I forgot most of this stuff already!
Couldn't those invisible civilian ships really keep pirates in the game interminably long without being destroyed?
The reported masses of Battlestations and Spacestations are off...
So far... way past cool!

still I wish I'd waited
edit: stupid smiley count limit have to go back and edit out all the smileys

<-- look it's a smiley
Warning: PhD thesis precedes. Oh wait too late