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Twogs
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So after using Reverse-Engineer Arcane Technology a bunch of times I always get the same option out of it:
+10% Research speed
While it's a useful bonus, apparently there should be other boni possible, too. But ... how do you get them? Do you have to unlock them somehow? Or are they just like 1% chance each?
BlackUmbrellas
Field Marshal
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- #2
Twogs said:
So after using Reverse-Engineer Arcane Technology a bunch of times I always get the same option out of it:
+10% Research speed
While it's a useful bonus, apparently there should be other boni possible, too. But ... how do you get them? Do you have to unlock them somehow? Or are they just like 1% chance each?
They're rare.
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Twogs
Major
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So you are better off using it just every 5 years instead of the 2 year cooldown?
M
Millbot
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- #4
Assuming you only get one precursor secret (aka no console mods to force the other events to spawn and no way to access the precursor secret if you happen to conquer a precursor world). You'd want to save 50 lesser artifacts to research your precursor's secrets. Hopefully, someone will have a list up soon because there might be a handful of cases where the secret is useless to certain empire types or doesn't work with your intended setup. From what I've seen some of the secrets are really powerful, if you intend to do megastructures and use things like habitats and gateways at least semi consistently, then the cybrex secret is worth the 50 lesser artifacts. I suppose if you're playing semi-tall, don't go megaengineering and land a setup where you don't have to spam habitats or gateways, the secret becomes more optional. It's silly fast when paired with the contingency relic. The only real thing that keeps this setup in check is that it's very resource intensive and even if someone manages the alloys, the influence costs will limit them.
If I wasn't spawning all the precursors in my current lolgame, while I wait for stuff to be less buggy for my first 2.3 achievement run game, I'd test reverse-engineer stuff. (Before anyone asks, I did find the event IDs for the new precursors, but I'll probably have to use the console to spawn some stuff because their events didn't get added to the console, like the other precursors.
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Hapchazzard
Captain
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- #5
I'm going to second OPs remark and say that I've never seen any outcome other than the +10% research speed one. Like, I get that the FE building outcomes are rare, but even the other mundane outcomes (random tech progress, research points) I've not seen a single time. I possess the Rubricator and have been spamming the option for decades now, yet no dice. Strangely enough, I've looked into the script, and there's seemingly no reason why the other outcomes wouldn't work. There is no special condition for them to be executable, nothing has been commented out, and the syntax of the list seems to be in proper order. It's very unusual.
Can anyone confirm getting outcomes other than +10% research speed? So far, I've only seen people have the same problem as here, i.e. only this outcome getting generated.
Eelectrica
Colonel
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- #6
10% research speed is all i've so far as I've noticed.
I just assumed that was it.
Hibernus
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- #7
I haven't seen any other outcome in either of the games I've played since 2.3 despite using it on cooldown.
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Bouchart
Field Marshal
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- #8
Here is the code for the Arcane Deciphering decisions:
Code:
artifact_arcane_deciphering = { resources = { category = artifact_actions cost = { minor_artifacts = 5 } } ai_weight = { weight = 100 modifier = { factor = 0 has_resource = { type = minor_artifacts amount < 105 } } } potential = { has_technology = tech_arcane_deciphering } allow = { custom_tooltip = { fail_text = "requires_arcane_deciphering_no_cooldown" NOT = { has_modifier = arcane_deciphering_cooldown } } } effect = { custom_tooltip = artifact_arcane_deciphering_effect hidden_effect = { if = { limit = { is_ai = no NOT = { has_country_flag = arcana_achievement } } set_country_flag = arcana_achievement } add_modifier = { modifier = "arcane_deciphering_cooldown" days = 720 } random_list = { 10 = { owner = { country_event = { id = ancrel.10001 } } } 5 = { owner = { country_event = { id = ancrel.10002 } } } 1 = { owner = { country_event = { id = ancrel.10003 } } } 1 = { owner = { random_list = { 10 = { country_event = { id = ancrel.10004 } } 10 = { country_event = { id = ancrel.10005 } } 10 = { country_event = { id = ancrel.10006 } } 10 = { country_event = { id = ancrel.10007 } } 10 = { country_event = { id = ancrel.10008 } } 10 = { country_event = { id = ancrel.10009 } } } } } } } }}
Event 10001 gives a lump sum of research and it is the most likely to fire.
Event 10002 gives a modifier called Arcane Insights, which gives +10% research for 5 years.
Event 10003 gives +20% research progress towards one random physics, society, or engineering tech. The three tech branches are equally weighted.
Events 10004 through 10009 allow you to build one single building of the following type, in order: Nanoforge, Skydome, Dimensional Fabricator, Affluence Center, Nourishment Center, Class 4 Singularity.
All of the above is consistent with what is listed on the wiki.
Interestingly, the lump sum of research should be the most common, having the highest weight. Here is the code behind it if anyone wants to take a look and see why things aren't being weighted properly.
Code:
# Arcane Deciphering Eventscountry_event = { id = ancrel.10001 title = "ancrel.10001.name" desc = "ancrel.10001.desc" picture = GFX_evt_ancient_records is_triggered_only = yes option = { name = "FASCINATING" locked_random_list = { 10 = { add_monthly_resource_mult = { resource = engineering_research value = @tier3researchreward min = @tier3researchmin max = @tier3researchmax } } 10 = { add_monthly_resource_mult = { resource = physics_research value = @tier3researchreward min = @tier3researchmin max = @tier3researchmax } } 10 = { add_monthly_resource_mult = { resource = society_research value = @tier3researchreward min = @tier3researchmin max = @tier3researchmax } } } }}country_event = { id = ancrel.10002 title = "ancrel.10002.name" desc = "ancrel.10002.desc" picture = GFX_evt_ancient_records is_triggered_only = yes option = { name = "FASCINATING" add_modifier = { modifier = "arcane_insight" days = 1800 } }}country_event = { id = ancrel.10003 title = "ancrel.10003.name" desc = "ancrel.10003.desc" picture = GFX_evt_ancient_records is_triggered_only = yes option = { name = "FASCINATING" locked_random_list = { 10 = { add_random_research_option = { add_progress = 0.20 area = engineering ignore_prereqs = no fail_effects = { add_monthly_resource_mult = { resource = engineering_research value = @tier3researchreward min = @tier3researchmin max = @tier3researchmax } } } } 10 = { add_random_research_option = { add_progress = 0.20 area = physics ignore_prereqs = no fail_effects = { add_monthly_resource_mult = { resource = physics_research value = @tier3researchreward min = @tier3researchmin max = @tier3researchmax } } } } 10 = { add_random_research_option = { add_progress = 0.20 area = society ignore_prereqs = no fail_effects = { add_monthly_resource_mult = { resource = society_research value = @tier3researchreward min = @tier3researchmin max = @tier3researchmax } } } } } }}country_event = { id = ancrel.10004 title = "ancrel.10004.name" desc = "ancrel.10004.nanoforge" picture = GFX_evt_ancient_records is_triggered_only = yes option = { name = "EXCELLENT" hidden_effect = { owner = { change_variable = { which = nano_forge_build_count value = 1 } } } }}country_event = { id = ancrel.10005 title = "ancrel.10004.name" desc = "ancrel.10004.skydome" picture = GFX_evt_ancient_records is_triggered_only = yes option = { name = "EXCELLENT" hidden_effect = { owner = { change_variable = { which = skydome_build_count value = 1 } } } }}country_event = { id = ancrel.10006 title = "ancrel.10004.name" desc = "ancrel.10004.dimensional_fabricator" picture = GFX_evt_ancient_records is_triggered_only = yes option = { name = "EXCELLENT" hidden_effect = { owner = { change_variable = { which = dimensional_fabricator_build_count value = 1 } } } }}country_event = { id = ancrel.10007 title = "ancrel.10004.name" desc = "ancrel.10004.affluence_center" picture = GFX_evt_ancient_records is_triggered_only = yes option = { name = "EXCELLENT" hidden_effect = { owner = { change_variable = { which = affluence_center_build_count value = 1 } } } }}country_event = { id = ancrel.10008 title = "ancrel.10004.name" desc = "ancrel.10004.nourishment_center" picture = GFX_evt_ancient_records is_triggered_only = yes option = { name = "EXCELLENT" hidden_effect = { owner = { change_variable = { which = nourishment_center_build_count value = 1 } } } }} country_event = { id = ancrel.10009 title = "ancrel.10004.name" desc = "ancrel.10004.class_4_singularity" picture = GFX_evt_ancient_records is_triggered_only = yes option = { name = "EXCELLENT" hidden_effect = { owner = { change_variable = { which = class_4_singularity_build_count value = 1 } } } }}
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Millbot
Major
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- #9
Yeah, seems like it's bugged because it's always firing the 10% research speed for 5 years.
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Hibernus
Sergeant
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- #10
I tried messing around with the weights, at which point it only rolled random tech option, which would only be an engineering tech, and would continue picking the same tech until it was researched.
When I changed it to only provide the fallen empire buildings, it would only roll affluence center.
Is something wrong with random list perhaps?
W
Woolfoma
Recruit
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- #11
100 percent bugged, just did 40 rolls, the second most common roll (10% buff) happened all 40 times. chances of that naturally happening is ~ 5.5 x 10^-22.
T
tonberrian
Second Lieutenant
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- #12
What's different about this random list compared to others, then? Or are they bugged too?
H
Hapchazzard
Captain
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- #13
I just did a little experiment, and this is legit the weirdest bug I've ever seen. No matter what I change, the list always keeps picking a single option every time. I've tried making a router event that uses a random list instead of the artifact action itself, but the problem remains. Experimenting with the scope ends up with the same problem. The strangest thing is, other random lists seem to be working as intended - the shroud isn't suffering from the same problem. It's rather annoying, as I'm legit going to just end up rolling dice manually to see what the result should be.
B
Bouchart
Field Marshal
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- #14
What is the difference between random_list and locked_random_list?
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