Sleeper Service wrote:Yeah the descriptions seem a little bugged on that stuff. The cooldown reduction actually works like one would expect, leading to a five second cooldown I think.
Are you sure about that?

Because before AE a level 4 teleporter would actually be an INSTANT cooldown.
Is it possible to give that level a description in the misc.xml file?
Also, if you haven't already I think you should give the backup battery a 3rd level.
And for anyone who doesn't know...
-Battery level 3+ works fine, it gives 2 extra power per level. (But may cause a crash when entering an ion storm)
-Shields, weapons, and drones all work as you would expect at level 8+.
-Cloaking level 4+ works as you would expect, it gives +5 seconds of cloak for each level, and it is possible to make custom graphics for these levels
-Oxygen and Medbay level 4+ work as you would expect, but they are pretty redundant since they work pretty fast at level 3 already.
-Teleporter level 4+ gives an instant cooldown
-Clone Bay level 4+ also gives an"instant cooldown and restores 2147483647 (maximum int value) health per jump.
-Mind Control level 4+ does absolutely nothing
-Hacking level 4 makes hacks last 0 seconds, but hacking level 5 makes hacks last for about 2 minutes.
-Artillery level 4 makes the cooldown time even lower, level 5 makes the cooldown time instant, but you must continually toggle it between level 5 & 6 or the weapon wont fire
-Engines past level 8 will give 0 evasion
-The other subsystems besides the backup battery do not do anything past level 4+
However!, it is possible to add a level 4 to these systems and they will act as they would if manned at level 3, meaning they do not have to be manned anymore.
Hope you found all that interesting.