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HorizonTheory

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Apparently, the Micro-Replicators tech for machines does now give pop assembly speed as intended. Gaia Worlds are still whacked, but all in all, I'd say that the devs have done a great work keeping up the quality of life updates for the new patch. The before-Christmas state of the game was rather unplayable, but now a lot of the bugs are fixed and the performance has been enhanced a bit (won't give this too much attention, just saying that I can play conveniently until 2400-2450 on 200 and 400 star galaxies, and my rig is rather bad).

The machines are still underwhelming, the Devouring Swarm is still overpowered, but these are all balance issues and every player has their own meaning of balance. All in all, just wanted to thank the Devs for their good work and share my opinion about this whole thing going on with 2.2 - the most buggy update ever made for Stellaris, but now things are getting back into place.
 

Maethendias

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"unplayable" oh you sweet summer child... it wasnt a "curse of the pirate coast" bug, which ACTUALLY made the game unplayable
 

Maethendias

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What's a curse of the pirate coast? Some local meme? Just interested, I'm new to Paradox games.
its a total warhammer 2 dlc, that introduced a game mechanic (pirate coves, basically hidden settlements inside coast settlements of your enemies).... if however a pirate coast faction got destroyed, the game would corrupt resulting in many MANY hours of game progresss randomly being destroyed (remember, total wargames take ages to play), and CA STILL TO tHIS DAY only managed to create a "beta" fix around this (meaning still no official fix) resulting in modders having to remove the cove mechanic alltogether...

THIS is unplayable, because the save corruption bug with coves actually makes investing in a campaign impossible (since you know, eventually one way or another one ai pirate faction WILL be destroyed)
 

Everstill

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its a total warhammer 2 dlc, that introduced a game mechanic (pirate coves, basically hidden settlements inside coast settlements of your enemies).... if however a pirate coast faction got destroyed, the game would corrupt resulting in many MANY hours of game progresss randomly being destroyed (remember, total wargames take ages to play), and CA STILL TO tHIS DAY only managed to create a "beta" fix around this (meaning still no official fix) resulting in modders having to remove the cove mechanic alltogether...

THIS is unplayable, because the save corruption bug with coves actually makes investing in a campaign impossible (since you know, eventually one way or another one ai pirate faction WILL be destroyed)

Well, in the last 2.2.4 beta patch conquered planets did not changed Capital Buildings, the game became unplayable and I had to wait for a fix to continue my Rogue Servitor game.
 

Maethendias

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Well, in the last 2.2.4 beta patch conquered planets did not changed Capital Buildings, the game became unplayable and I had to wait for a fix to continue my Rogue Servitor game.

whats wrong with wrong capital buildings? arent they just cop outs from each other?
 

HorizonTheory

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Well, in the last 2.2.4 beta patch conquered planets did not changed Capital Buildings, the game became unplayable and I had to wait for a fix to continue my Rogue Servitor game.
You could actually resettle all pops, tear it down and colonize again. Yes, this is a waste of resources, but the hotfix came in 1.5 days if I recall correctly.
 

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whats wrong with wrong capital buildings? arent they just cop outs from each other?

Nope, they provide different jobs that can only be filled by machines/organics respectively, and are also prerequisites for different buildings (again, the machine/organic variations of those buildings) meaning you could only build base level stuff, which also excludes some base buildings like research labs.
 

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whats wrong with wrong capital buildings? arent they just cop outs from each other?

No. They are totally different buildings and don't provide Jobs that different types of Empires can use.

Plus, you can't build or upgrade any building that need Higher levels of capital buildings.

As I said, the game became unplayable because you got useless planets when you conquered with War.

You could actually resettle all pops, tear it down and colonize again. Yes, this is a waste of resources, but the hotfix came in 1.5 days if I recall correctly.

And the AI Empires would do what?
 

Agamemnic

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Yeah I complain a bit on the forums but these devs are real gems. Quick fixes, interacting with toxic fans like myself, always keen to improve the game, no microtransactions thievery. A lot worse out there. Thanks PDX
 

Losttruppen

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The problem has never been how skilled or dedicated the devs are, and the fact people focused their ire on them when 2.2 released was a problem unto itself. The real issue is stellaris has since release had massive holes in performance, balance problems, and incomplete features being left for years or scrapped for more of the same in the hope they get fixed down the line(just like the problems they replaced). All the while the technical dept and feature creep has piled higher and higher while the same small team plays catch up trying to squash these issues before more get added.

Just look at this quote from the AI logic thread:
It might be worth keeping in mind that the Stellaris team is like 10 people

The same small team that has struggled to implement the base features of the game and keep up with the added work load since has not had any increase in size despite stellaris being one of paradox's most financially successful games. Despite all the money it has made they don't seem to have had any increases in budget to address the problems they have acknowledged numerous times in dev diaries.

Stellaris and its expansions have been top sellers multiple times since release but the money seems to go more towards acquiring new IP's and developing new titles or console editions while they continue to milk the old IPs without much reinvestment in what made them that money to begin with. I love the free updates we get, and the fact they still have a team working on this game 3 years down the line, but I feel that is the bare minimum they can do considering how much money they make from this game and it's DLC.

This is an article quoting the new PDX CEO, Ebba Ljungerud, this summer, saying "We've released crappy games in the past, many years ago. I know how it is to release buggy, unfinished games. I don't want to do that anymore."

They do not seem to have followed through with this, when 5 months later they rush an expansion out for Christmas Sales when they knew the state they were launching it. This is not the first time stellaris has had poor launches or problems that Wiz addressed in dev diaries do not get enough follow through, and it is starting to chip away at the goodwill they have established through long term support of their games.

I'm just seeing a huge disconnect between what we are told paradox as a company is aware of as issues and them allocating enough time and money towards fixing them, which is a problem for those above the devs to solve. It seems clear the dev team dedicates a lot of passion and effort into this game, but their best doesn't seem to be enough and I think they really need to look at increasing the size of the team if they insist on increasing the scope and complexity of the game moving forwards.
 

Dalwin

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The problem has never been how skilled or dedicated the devs are, and the fact people focused their ire on them when 2.2 released was a problem unto itself. The real issue is stellaris has since release had massive holes in performance, balance problems, and incomplete features being left for years or scrapped for more of the same in the hope they get fixed down the line(just like the problems they replaced). All the while the technical dept and feature creep has piled higher and higher while the same small team plays catch up trying to squash these issues before more get added.

Just look at this quote from the AI logic thread:


The same small team that has struggled to implement the base features of the game and keep up with the added work load since has not had any increase in size despite stellaris being one of paradox's most financially successful games. Despite all the money it has made they don't seem to have had any increases in budget to address the problems they have acknowledged numerous times in dev diaries.

Stellaris and its expansions have been top sellers multiple times since release but the money seems to go more towards acquiring new IP's and developing new titles or console editions while they continue to milk the old IPs without much reinvestment in what made them that money to begin with. I love the free updates we get, and the fact they still have a team working on this game 3 years down the line, but I feel that is the bare minimum they can do considering how much money they make from this game and it's DLC.

This is an article quoting the new PDX CEO, Ebba Ljungerud, this summer, saying "We've released crappy games in the past, many years ago. I know how it is to release buggy, unfinished games. I don't want to do that anymore."

They do not seem to have followed through with this, when 5 months later they rush an expansion out for Christmas Sales when they knew the state they were launching it. This is not the first time stellaris has had poor launches or problems that Wiz addressed in dev diaries do not get enough follow through, and it is starting to chip away at the goodwill they have established through long term support of their games.

I'm just seeing a huge disconnect between what we are told paradox as a company is aware of as issues and them allocating enough time and money towards fixing them, which is a problem for those above the devs to solve. It seems clear the dev team dedicates a lot of passion and effort into this game, but their best doesn't seem to be enough and I think they really need to look at increasing the size of the team if they insist on increasing the scope and complexity of the game moving forwards.
In spite of all these issues, I for one have enjoyed Stellaris far more since 2.2 than I did at any point between release and 2.2. The progress is 2.2.4 is pretty encouraging.
 

Losttruppen

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In spite of all these issues, I for one have enjoyed Stellaris far more since 2.2 than I did at any point between release and 2.2.

I agree, we're certainly still on the right track and all the additions so far have been great, if sometimes skeletal and integrated in a vacuum. I just have seen a lot of people who have come back after shelving the game since release only to see the same problems that existed then as now, and I worry if it goes on too long we will lose them indefinitely, as well as new players coming in and seeing the 2.2 release as the norm. I feel they are not incorrect though we have seen some shaky releases, but I love this game and it's long term health is dependent on not just drawing in new customers but keeping them along for several patch cycles.

Perhaps I come across as cynical sometimes, but it is hard not to in the face of reality not aligning with the messages coming from the Devs for so long. Even if those messages are sincere, it seems there is something that needs to be changed at a level above the Devs control. Darkrenown implied there were some big meetings to discuss the patch release and I hold faith that they will prove fruitful, but only time and the next few DLC/patch cycles will tell.
 

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As far as performance is concerned, I've never complained, nor encountered the chugging some people have (and I have witnessed it in multiplayer). However, now in 2.2.4 the game almost runs too fast for me on fast mode, my preferred speed.

Also, Machine empires almost seem viable at least in PvE. If I don't get mobbed by wars I can quickly overtake the economies of the other computers by about 2050-2075 depending on what I can find.
 

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No. They are totally different buildings and don't provide Jobs that different types of Empires can use.

Plus, you can't build or upgrade any building that need Higher levels of capital buildings.

As I said, the game became unplayable because you got useless planets when you conquered with War.



And the AI Empires would do what?
that's not unplayable

vampire: bloodlines at launch was unplayable

sword of the stars 2 was unplayable

stellaris 2.2 is just buggy
 

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2.2 is a very great patch .

I never expected that the developer team would have had the courage to rewrite from scratch a mechanics so at the basement of the game like the tiles and the economy in general, I played it a few days now and I found bugs by myself but I'm not here to cry about it, it's still a great job and it's natural that it's not complete at day1.
I look forward to launching a patch that's revamp diplomacy, federations and land battle, the last things remained shallow from the launch date, still criticizing this team for incompetence and lazyness is only fierciness resentment, useless and toxic at least


You could actually resettle all pops, tear it down and colonize again. Yes, this is a waste of resources, but the hotfix came in 1.5 days if I recall correctly.
You can demolish the capital building, it will replace it with the correct one in a montly tick, at least from hive\gestalt to regular empire.
 

Aotrs Commander

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Apr 15, 2016
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its a total warhammer 2 dlc, that introduced a game mechanic (pirate coves, basically hidden settlements inside coast settlements of your enemies).... if however a pirate coast faction got destroyed, the game would corrupt resulting in many MANY hours of game progresss randomly being destroyed (remember, total wargames take ages to play), and CA STILL TO tHIS DAY only managed to create a "beta" fix around this (meaning still no official fix) resulting in modders having to remove the cove mechanic alltogether...

THIS is unplayable, because the save corruption bug with coves actually makes investing in a campaign impossible (since you know, eventually one way or another one ai pirate faction WILL be destroyed)

Crap, I'm glad I didn't rush to play when that released (what with all the other stuff out); save game corruption is my number-one thing that makes a game "unplayable" for me.

Thanks for that, I guess I'll hold off on TWH2 for a bit longer until do get it fixed!