Confirmed [3.1.2 (6df7) - 3.4.5 (a361)] AI treats Hyperlane Registrar as a military building

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SirBlackAxe

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Aug 13, 2021
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Description
AI treats Hyperlane Registrar as a military building

Game Version
Lem v3.1.2 (6df7)
EDIT: Issue still present as of Cepheus 3.4.5 (a361)

What version do you use?
Steam

What expansions do you have installed?
Utopia, Distant Stars, Ancient Relics, Federations

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
From the building definition of Hyperlane Registrar (confusingly named "warp_fluctuator") in common/starbase_buildings/00_starbase_buildings.txt: the ai will only build Hyperlane Registrars at chokepoints.
Code:
warp_fluctuator = {
...
    potential = {
        exists = owner
        owner = {
            has_technology = tech_interstellar_economics
            is_gestalt = no
        }
    }
...
    station_modifier = {
        starbase_trade_collection_range_add = 1
    }

    show_in_tech = "tech_interstellar_economics"

    ai_build_at_chokepoint = yes
    ai_build_outside_chokepoint = no
...
    }
}

From the starbase ai_design patterns in common/starbase_types/00_starbase_types.txt: Only Bastion starbases have a defined base value for Hyperlane Registrars.
Code:
# Trading Hub
strading_hub = {
...
    ai_design = {
...
        # token followed by priority
        buildings = {
            offworld_trading_company = {
                base = 1.00
            }

            nebula_refinery = {
                base = 0.8
            }

            resource_silo = {
                base = 0.8
            }

            naval_logistics_office = {
                base = 0.05
            }

            art_college = {
                base = 0.03
            }

            curator_think_tank = {
                base = 0.03
            }
        }
...
    }
}

# Fortress System
sfortress = {
...
    ai_design = {
...
        # token followed by priority
        buildings = {
            target_uplink_computer = {
                base = 1.00
            }

            command_center = {
                base = 1.00
            }

            defense_grid = {
                base = 1.00
            }

            communications_jammer = {
                base = 0.90
            }

            disruption_field = {
                base = 0.90
            }

            warp_fluctuator = {
                base = 0.90
            }
        }
...
    }
}

I'm guessing this is related to the "STARBASE_AURA_WARP_FLUCTUATOR" aura in common/component_templates/00_starbase_building_auras.txt, which seems to be orphaned. Did there used to be a Warp Fluctuator building that was replaced by the Hyperlane Registrar without updating the starbase design patterns?

Also, Gestalt Trading Hubs simply don't have an ai_design section at all.

Steps to reproduce the issue.
Issue present in indicated code files.

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I don't remember how long, but that building has existed for a while, except it had nothing to do with trade at first.
Like you suggested, it added the "STARBASE_AURA_WARP_FLUCTUATOR" aura to the starbase before. I suppose the ai built it at chokepoints for the disengagement chance bonus.

At some point, they renamed it and changed the effect, for some time it was even possible for gestalts to build it shortly after they made it a trade related building.
One fix at a time it seems.


Not directly related, but there's also the fact that it's still possible to build a Disruption Field Generator on Starbases in a pulsar system, which is completely pointless since it decreases shields for hostiles, and pulsars nullify shields.

Feels like Starbases need more attention in general.
 
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Not directly related, but there's also the fact that it's still possible to build a Disruption Field Generator on Starbases in a pulsar system, which is completely pointless since it decreases shields for hostiles, and pulsars nullify shields.
The disruption field generator should be a relatively simple fix, you just need to add something like
Code:
        custom_tooltip = {
            fail_text = "pulsar_disables_shields"
            system_star = { NOT = { is_star_class = sc_pulsar } }
        }
to the building's possible = { } section and possibly also something like
Code:
        modifier = {
            factor = 0
            system_star = { is_star_class = sc_pulsar }
        }
to the building's ai_weight = { } section.

Preventing pulsar system starbases from auto-building shields and kinetic weapons is a more complicated prospect I don't have a good handle on yet though.
 
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I've been using this for a while:
Code:
        custom_tooltip = {
            fail_text = "pulsar_no_effect"
            solar_system = {
                NOR = { is_star_class = sc_pulsar is_star_class = sc_binary_1 }
            }
        }
Because sc_binary_1 contains the pulsar effect too.
I have to admit I don't know the difference between "system_star" and "solar_system". I'll have to check if that version still works.

Edit: Yeah it still works
Pulsar_No_Disruption.jpg
 
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