Having finished this version now, my thoughts:
1) "Addressed", not "adressed" when you finish off the daily repairs and turn them in on the bridge before noon.
2) The combat power curve is... off. With starting weapons, even a level 1 bounty with 2 enemies can be overly tough, and that's with having brought over a ton of AI cores from the previous version. So overall, it felt like I had to have AI cores, the engine upgrade + modules (for which just the mark II engine already costs a ton), and the tier 2 weapons/shields. I'd also say that the Krell ships launching drones as a free action is probably a bit much, especially if facing more than one of them. Overall, it felt a bit like an unsatisfying grind.
Suggestion 1) Krell ships should probably lose an action point when they launch a drone.
Suggestion 2) The Mk I pulse engine should probably have 2 Module slots available.
3) Ship modules in general are a bit too RNG as far as supply goes. Took me quite a while to see a stealth module show up, and restocking on higher grade torpedoes is a pain.
4) Bot construction: I think this could use a variety of improvements:
A) A gen 3 military grade cortical unit can range from 0 to 5 stars. The low end for cortical units should probably go up as generation and quality does, so my example above should probably have a min potential of 3 stars.
B) Immobilizers don't show how much they lower escape % when you hover over them, unlike other upgrades like a Talent Booster B, which will show how much Bon it adds.
C) Auto-training time for non-liked skills is a bit on the high side. And, of course, really slow for disliked skills. Doing it manually isn't great either, when it adds 2 points per charge, each taking 20%. Not that it costs too much, passes too much in-game time, nor that the refills are hard to get. Just a lot of pointless clicking. Suggestion: Have auto-training speed up a bit as number of skills it is training decreases.
D) Cortical Units, especially the higher tier ones, tend to have high int. While this is great for advancing Nimhe's story, it makes for high escape % and an inability to use most bots at Iltari Station. At this point, I'd like to see IQ Inhibitors, rather than IQ Booster modules (note that this would also be more useful with the multi-verse pod, since you probably can't use the bots you'd like to bring across versions until you unlock the pirate base).
Suggestion: make bots dumber on average, change IQ boosters to IQ inhibitors, or boost the max int allowed to work in Iltari Station.
E) It'd be nice if Nimhe had a daily task of bot maintenance, where in she'd pull in and fully repair the most worn bot on sex arcade duty each day.
F) Mouse over feedback for the lab: It'd be nice if hovering over the lab upgrade boxes provided some feedback in this regard. Actually, as far as mouse over feedback goes, it would also be nice to have that for bot traits, IQ, and personality. And, of course, for the lab upgrades. What exactly does putting AI cores in there do anyway?
G) When looking at the Bot Manager in the Lab, it would be nice if it had an indicator if the bot was fully maxed out in terms of skill training or are currently tasked in the auto-trainer, so I can more easily know which ones I'd like to send to the sex arcade.
how can i use poster where i found in my room i click on him and at 18-19 hr clicking on bed but nothing happens
If you're talking about the one you get from the crate in the engine room, you use it in the engine room, not your bedroom.