• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

VLV

Colonel
101 Badges
Dec 26, 2014
892
255
  • Arsenal of Democracy
  • Europa Universalis IV
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Darkest Hour
  • Hearts of Iron III
  • Victoria 2
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Wealth of Nations
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Tyranny: Archon Edition
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Warlock: Master of the Arcane
from playing 1 and a half campaigns on 1.5.1. Got to the point I'm trying to edit the save to fix one of your damned bugs. Mods & list attached. (Mods are not the cause).

edit: have all dlc except for plaintoid species

=========================================
1. Horizon Signal

Last tech is bugged.


=========================================
2. GFX

Effects from battles can be seen in the galaxy. They may also stay when reloading a game (killed pirate galleon, reloaded to do it again, there was the dead galleon animation/effect/thingy next to the live one after reloading.
Pics attached.


=========================================
3. Melvin Sherman

Admiral. Had him fight in two fleets at the same time, got traits from leveling two times, one with each fleet, nearly at the same time, far away from each other. Later couldn't get rid of him except for dismissing him completely. Save & pic attached.

UPDATE: now it's "unit 14/2" synth admiral with this bug... ffs
can't remove him from the fleet, shows as available, I can assign him to the fleet, but if I remove him he'll then be available... but still in the fleet. If I assign a different admiral, but then remove him, it'll revert back to melvin sherman's synth brother... I can remove him from new fleets I assign him to though, just not the original one, just like Melvin Sherman.
uploading save and mods. Notice how he's now at both fleets present on Earth.

So, I went save editing and found the problem and managed to fix it :D
Melvin Sherman's synth brother "14/2" has the ID of "100664119". Dunno if relevant but I changed these lines on him to those seen in available admirals:
Code:
        location={
            planet=3
        }
        target_coordinate={
            planet=3
        }
Then, searching his ID, turns out he was somehow still referenced as the captain of 2 different ships, removing these "leader=100664119" lines solved it. Now it works fine again, can assign him and remove him with no issue. Also gave him an extra trait 'cause the bug meant he didn't get any from the fleet manoeuvrers he wasted 2 years on >:|...

=========================================
4. Awoken cannot be integrated & Co

From the anomaly -> event -> they went on to settle a planet not too far away, all synth pops. Got migration treaty, some of my humans settled there. Later became my protectorate. Later decided to integrate. All looked normal.

The 2 science ships I got still had their leaders in them, and worked fine under my command. Also, they still exist but with nothing, as my protectorate. They can be integrated again, and will keep existing like that.

Save 2275.09.09 shows fully functioning crewed science ship with an Awoken leader. Find "star 7271", both science ships nearby. Species rights are not bugged here, so the next bug is not related to this one.

Save 2273.01.30 is from before integration.


=========================================
5. Synths / Robots are stuck at default species rights.

"Residence | Poor | Soldiers only | No | Yes | No"
AI policy is set on citizen rights.
Pic attached. Again, see melvin sherman save.

Looking into the save file to fix it, I found this, showing default getting duplicated into ai rights...

Code:
standard_species_rights_module={
                enabled=yes
                default={
                    species=2147483647
                    living_standard=living_standard_poor
                    citizenship=citizenship_limited
                    military_service=military_service_limited
                    slavery=slavery_normal
                    purge=purge_normal
                    population_control=population_control_no
                    colonization_control=colonization_control_no
                    migration_control=migration_control_no
                    former_living_standard=living_standard_poor
                    former_citizenship=citizenship_limited
                    former_military_service=military_service_limited
                    former_slavery=slavery_normal
                    former_purge=purge_normal
                    former_colonization_control=colonization_control_no
                    former_population_control=population_control_no
                    former_migration_control=migration_control_no
                    last_changed_citizenship_type="1.01.01"
                    last_changed_military_service_type="1.01.01"
                    last_changed_slavery_type="1.01.01"
                    last_changed_purge_type="1.01.01"
                    last_changed_living_standard="1.01.01"
                    last_changed_colonization_control="1.01.01"
                    last_changed_population_control="1.01.01"
                    last_changed_migration_control="1.01.01"
                }
                ai_rights_full={
                    species=-1
                    living_standard=living_standard_poor
                    citizenship=citizenship_limited
                    military_service=military_service_limited
                    slavery=slavery_normal
                    purge=purge_normal
                    population_control=population_control_no
                    colonization_control=colonization_control_no
                    migration_control=migration_control_no
                    former_living_standard=living_standard_poor
                    former_citizenship=citizenship_limited
                    former_military_service=military_service_limited
                    former_slavery=slavery_normal
                    former_purge=purge_normal
                    former_colonization_control=colonization_control_no
                    former_population_control=population_control_no
                    former_migration_control=migration_control_no
                    last_changed_citizenship_type="2290.06.08"
                    last_changed_military_service_type="2290.06.08"
                    last_changed_slavery_type="1.01.01"
                    last_changed_purge_type="1.01.01"
                    last_changed_living_standard="2290.06.08"
                    last_changed_colonization_control="1.01.01"
                    last_changed_population_control="1.01.01"
                    last_changed_migration_control="1.01.01"
                }

While it says year "2290", I checked the latest save before, and in 2287 the problem was already there, and the policy was already set at full rights. So maybe it's getting overwritten multiple times? The next AI rights lines all have 1.01.01 on them. None of the other species share that date, on the 2310 save I'm editing. Editing the "ai_rights_full={" section fixed it :D my campaign is now saved!


=========================================
6. Alt tab, fullscreen windowed.

Sometimes shortcuts stop working after alt tabbing (e, +, -). Re alt tabbing solves it.
Now while writing this, it bugged into mouse clicking doing a "ping" effect with the info box of sensor range.

EDIT: apparently alt-tabbing sometimes changes the keyboard language in Stellaris (I've got like 5 setup, win+space shortcut changes the used one). RO2 also has a problem with keyboard languages, but swaps them around when in-game forcing me to alt tab to fix it lol, and all russian characters are iiiiiiiiiii, oh well
Win 10 64b. Borderless windowed.

=========================================
7. synths are all the same sex and using the same portrait

might be a bug, should be found on the same saves already uploaded

=========================================
8. Synth leaders can get resilient trait (+25y life, but they're already immortal)
Synth leaders can get substance abuser trait (why would a robot take drugs?)
Leaders may start the game with the Eager trait (cheaper recruit). Eager is also a terrible trait for immortals, such as synths. Adaptable (xp gain) is also a waste for immortals.

=========================================
9. not a bug, but there's no hotkey to cycle through planets

=========================================
10. Can make research agreements even though such agreements are already active with the target nation.

=========================================
11. AI builds buildings that do not benefit from adjacency bonuses next to buildings that provide adjacency bonuses, thus wasting production bonuses.

I also suspect the AI is unable to plan ahead regarding terrain bonuses occupied by tile blockers.

I've seen AI pops unemployed while a tile with a terrain bonus was unworked.

=========================================
12. Ordering a fleet to upgrade, and then halting all orders, results in a waste of minerals, as they're not refunded.

Ordering a fleet to upgrade, and then merging ships (works with rally point) into the fleet, results in the added ships being upgraded for free.

=========================================
13. Integrating a subject does not grant any technology known by the subject to the new owner.

=========================================
14. There's a lack of randomisation in AI nation colours. In my current new campaign, there are 6 nations with the same exact colour (no colour mods used, just 1 modded nation used). There are some 25 standard nations from a start of 20, so 6 in 25 is a lot.

=========================================
15. Situation log doesn't sort debris from normal projects, resulting in a big mess.

=========================================
16. Should be possible to order multiple garrisons in one click instead of taking 20 clicks to fill it up.

=========================================
17. Integration doesn't include garrisons and armies.

=========================================
18. Galaxy radius seems to be hardcoded at around 510. Square galaxies do look funny though.

=========================================
19. An AI integrated a 1-planet subject, a pre-ftl nation that had poped up at the border of the xenophobe fallen empire (who force nearby colonies to be abandoned), resulting in the fallen empire forcing the planet to be abandoned once integrated.

=========================================
20. There's no option to turn hyperlanes off on the map, which is very annoying whenever they aren't relevant.

=========================================
21. There's no autobuild option for construction ships.

=========================================
22. Ordering science and construction ships (maybe fleets too?) to upgrade sometimes makes them travel through the whole empire to upgrade instead of using the closest spaceport.

=========================================
23. I've never been able to complete a precursor quest on vanilla.

=========================================
24. It's not possible to refit ships from one design into another of the same type, if several are being used at the same time. While not a problem by itself, it means that one cannot chose which design to upgrade to, when taking over fleets from integrated subjects.

=========================================
25. AI doesn't seem to know how to help nations against others, such as lend-leasing an enemy of ones enemy.

=========================================
26. Civilian ships consider the asteroid event entity to be a hostile ship and thus evade it... (nearby AI subject sent their fleet to pewpew it though, which is nice)

=========================================
27. Uplifting a species before the planet colonisation is complete, instantly completes the colonisation but at the loss of the pops that would result from the colonisation.

=========================================
28. Having 1 or a million planets with the ability to recruit titan armies, won't make any difference as to how many can be fielded, which remains limited to 3.

=========================================
29. Demographics tab, got 2 species with the same colour

=========================================
30. XP rewards for anomalies are kinda useless, as often the scientist is already at max level.

=========================================
31. At 1440p, looking closely on the diplomacy screen, there's usually a gap up to maybe 4 pixels between the animated creature and the frame, creating a "cannot unsee" annoying moving lines effect. (8xMSAA if relevant, UI scaling 1.0)

=========================================
32. "Wandering forest reserve" so far always ended up in bad spots for me, a small % bonus instead of adjacency could work?

=========================================
33. under expenses tab, armies, "titanic_assault_army_plural" lacks localisation (english).

=========================================
34. A vanilla species is not showing up animated. Can be seen in the 2nd upload, the "Spuxulac Remnant" fallen empire.

=========================================
35. Since I edited the save uploaded in the 2nd file, I've noticed the loading bar going almost half-ways then unloading all the way and then jumping forward to finish the rest normally.

=========================================
36. AI doesn't seem to be aware that it can build frontier outposts near uninhabitable planets in order to terraform them.

=========================================
37. AI doesn't seem to be aware it can demolish frontier outposts that are no longer relevant.

=========================================
38. Battle reports don't specify the design of lost ships.

=========================================
39. UI for "create new fleet" is awful for large fleets, and tiny. Also, it takes minutes to find damaged ships to split for repair. It has also bugged out twice for me now, where clicking on ships wont transfer them.

=========================================
Will add more if I find any


=========================================
 

Attachments

  • 151 bugs feedback.zip
    26,6 MB · Views: 1
  • 151 bugs feedback 02.zip
    4,3 MB · Views: 0
Last edited:
Upvote 0

VLV

Colonel
101 Badges
Dec 26, 2014
892
255
  • Arsenal of Democracy
  • Europa Universalis IV
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Darkest Hour
  • Hearts of Iron III
  • Victoria 2
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Wealth of Nations
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Tyranny: Archon Edition
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Warlock: Master of the Arcane
forgot to bump this since I added loads of stuff to it, some might be or not offtopic I guess... Taking a break off stellaris now so I won't be updating this thread more. Also found how to fix melvin sherman in the savegame, as it happened to his synth brother in another galaxy.

also, simply getting a reply as simple as "seen" would be a way of knowing this may actually be useful, because otherwise it's left open to interpretation and I wouldn't want to waste anyone's time :s