Beta Patch 1.1.0 (Clarke) Released [checksum ed47] - Not For Problem Reports!

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R_3

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Am i only one who gets -1 warscore for every lost scout or construction ship? So i get negative warscore in the war where i kill alot of ships and captured several planets?
 
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WuphonsReach

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Warscore is better, but still not as good as it should be.

Lost science / construction ships should cost warscore. You should be setting those to evasive and they should rarely get caught (put shields on them). However, maybe they need to be scored lower if the attacking alliance has over 50 colonized planets. Which I think is also a problem with scoring science/mining stations the same. I wouldn't make the science/mining stations or civilian vessels worth less then 0.25 warscore (scorched earth is a tactic).

Fleet combat scores should be higher. If a battle destroys 100% of the enemy's current fleet strength, it should score a 30 warscore. And scaled downward from there.
 
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Niberung

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The patch seems nice so far. The AIs are now doing stuff. They are ganging up on you properly. They form alliances. If they really don't like you they declare war on you when you are already at war with someone else.
Though some things could use improvement. Btw I played on both difficulties set to Hard.

1) Drop-down list of planets in the sector. You know, so you can just click on each planet and do stuff, like with core planets. There isn't much stuff to do with planets in sectors, but suppose I just won some planets form another empire and I want to buld a lvl5 Spaceport and a Brain Sco... I mean, a Mind-control laser so these folks don't be dissin' so much. So I have to click on this very small button and if I have 10 planets in the sector and I miss one I have to click 10 times more. Wouldn't it be better to just form a drop-down list and up the scrolling speed in the control panel?
2) End-game crisis was not much of a crisis. I mean, Unbidden spawned somewhere around 130-150 years into the game on the other side of the galaxy and smack in the middle of 4 AI empires. They never got more than 5 systems. In about 7 years the AIs wiped out the portal. So I never even saw the fuckers.
3) I'm new to GSG and I probably don't understand a lot of concepts, but this war score stuff is ridiculous. There is no way to vassalise someone now. Even if you can roflstomp their fleet and their planets in about a year. So most of the time the only way to do the job now is to go full space Hitler (or WH40K Inquisition) and pond the enemy's populations into oblivion.
And it's not even the worst part. If you failed to set war demands in the beginning of the conflict and then you proceed to owe the enemy in every possible way, you get nothing! NOTHING! And those bastards get to enjoy 10 peaceful years. The game gets 10 years longer. Every time you go and win a war. This is insane.

Oh yeah, almost forgot one thing. Is tacyon lance the bestest weapon ever? I mean a death stack of battleships with TL and destroyers with 1 TL + 2 point defense guns looks nigh invinsible. YOu outrange and outdamadge everyone and torpedoes get destroyed by PD.
 
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Adyen

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Actuall it has happen only after the Patch (all Spaceports at once)
And so far i must revoke what i said, the AI builds Spaceports and builds Modules but, at last till now, only such that dont cost energy to maintain, also Solar Panels and Crew Offices.
Even in Spaceports that are lv 5 or 6 and have other Module Spots free.
If that stay so so im fine with that.
Also Sectors dont have build and Buildings or Modules that requires spezial resources so far, i use them all exclusivly in my Core Worlds Buillding and Spaceports,
Since im in middle game atm. it looks that it stays so. And if than its perfectly ok.

I've had AIs build the module that increases combat ability of stations as well as Engineering module. So I know they build modules that has upkeep.

Edit: And Observatories. For planets that has a combined since of <10.
 
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balmung60

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Gaian planets don't always spawn with 25. I've had a 9 space Gaia before (and 25 Gaias are generally Holy Planets...)



It's actually worse than that. While I don't think this happened to me, but what if they build spaceport upgrades that require strategic resources? That's even worse because you'd want to use them somewhere else but you suddenly don't have them anymore!

Edit: And having 900 popups telling you that your starport finished upgrading is Annoying.
So far as I know, there is no correlation between planet size and holy world status - my current game has multiple size 23 gaia planets, none of which are holy, and in both of my previous games, every holy world I've seen was under size 18 (in my current game, I have yet to find the Spiritualist FE's holy worlds (provided any exist outside of their borders), though I have found the empire itself).

And unless there is an undocumented change, sectors cannot use strategic resources that are not in that specific sector, so if you have a station mining Teldar, the sector shouldn't be able to just take it for some upgrade unless the Teldar is actually in the sector.
 
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gerishnakov

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Given that Xenophiles now get Pacifist's extra embassies, surely for balance Xenophobes should get extra rivalries? I know Militarist never had this, but it would buff Xenophobe a little bit more and lord knows it can use the help.

Thinking on the same tack, now that Militarist has been somewhat nerfed, should it not get a little buff to match the growth bonus that Pacifist gets? Perhaps something like a boost to military tech research speed alone? I'm not sure there's any way to code that but it would make sense.

Finally (for now!) given that Pacifist pops are more unhappy in Militarist empires, should the same not be true for Militarist pops in Pacifist empires? They want a good war damnit!
 
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BierGrills

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Dear Paradox, please let Collectivists the "Share the Burden" edict. It makes no sense that a slavery edict can't be used by Collectivists, since they're a Slayvery Breed. Just nerf ist if its to powerful, but dont take it away for Collectivists.
 
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hyno111

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The new 1.1 beta with 3613 checksum did not fix struck armies, so I soppose that is what caused CTDs.
Still confused that changelog contains a lot less than what really changed. Hope to see a more compehensive changelog in official 1.10
 

Mcrone

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Does anybody know if they fixed the duplicate Sol spawning even if you start at Sol as humans? Just wondering, as its the main thing keeping me from playing humans right now.
 

goldfinger70

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It's been asked before but for noone answered: Does sector AI still replace buildings although redevelopment ist turned OFF?

Yeah, I know, i said I'd be back in 12 hours and it's only been 10 hours, well, deal with it. It's still an important yet simple question, no matter how often people downvote me. (Or do you actually think that a game breaking bug is not an important thing to fix? Funny how people can discuss boring topics like needed science point incrementation over several pages while a far more serious issue is not getting adressed at all and then downvoted if mentioned)
 
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myarta

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Yeah, I know, i said I'd be back in 12 hours and it's only been 10 hours, well, deal with it. It's still an important yet simple question, no matter how often people downvote me. (Or do you actually think that a game breaking bug is not an important thing to fix? Funny how people can discuss boring topics like needed science point incrementation over several pages while a far more serious issue is not getting adressed at all and then downvoted if mentioned)

Just because it is an important bug does not mean that spamming it every 12 hours helps it get solved. Also, this thread says "Not for problem reports", so if you wanted it fixed, you would go post about it in the Bug Reports forum.
 
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myarta

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Started a game as humans with Sol system start option and another human society with sol system appeared. Lame. Playing beta 1.1

It's a known issue but I think it's low priority since it's mostly cosmetic.
You could poke what seems to be the main thread, though it's pretty quiet, over on bug reports: https://forum.paradoxplaza.com/foru...plicate-empires-systems.930529/#post-21219654

You can also try the Only one Sol mod: https://steamcommunity.com/sharedfiles/filedetails/?id=682426091 . Best to ask on the workshop thread whether it's updated for the Beta yet, because I don't know.
 
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R_3

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Warscore is better, but still not as good as it should be.

Lost science / construction ships should cost warscore.
Are you jokung? Victory in 200K vs 200K fleet battle gives only one warscore, and losing one scout costs one warscore. It is completely wrong. It is now based on the number of fleets retreated/destroyed, but should be based on the cost of ships lost.
 
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Deronium

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Started a game as humans with Sol system start option and another human society with sol system appeared. Lame. Playing beta 1.1


Problem can be only in one option.

See^
here is start-event. There is code, what say^ if there is a human_2 (what represent deneb-alt-human empire) present in game, then after map creating there will be added one more sol system. Because deneb humans are travel from earth, and will be strange if there will be no earth in game. That Sol system always spawn as homeworld for prescripted democratic earth alliance.

If you play as any non human race, then there will be chance that after map generating script add one solar system with chance of tomb-world-earth, or primitive-human civilisation. Even if you play as reptiloids from another sol system.

The ai empires newer create homesystem in Sol. only that script.
But there is trick:
The prescripted democratic humans has tag "humans_1"
The Deneb survivors has tag "humans_2"
none of that isnt "human" which prevent from generating another Sol system.

So, if you choice Deneb humans, click edit, save another empire - it tag also be human_2 even if you start in Sol system - game think, that need add one more Sol system for logic issues.

So... If you dont want one more Sol system at every map - create new race. Then that race tag will be human - what will prevent at generating another sol system.

I not test, but maybe it is true also if you play as empire based on human_1 type.

But if you play as new-created humans with sol system - there cant be another Sol.


Update.
Sorry. saw code again. If you play as reptiloids from earth, there will be no another sol. there is line "if no sol system in game".
But if there is empire with "human_2" and no "human_1" - sol will be always added after map generating. and no matter is there present another sol.
 
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Memoryjar

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So it is.

End game was as I expected. I could turtle nearly 200 years just to see how this patch works. And :

* General feeling : some good improvement, not a major one, enough to make me playing one or two other game (solo). So around 20/30 hours of gameplay. Fair deal.

* Tech penalty : I didn't see anything, I felt like in my previous games. Carefull early expand due to energy shortages, then colonize as much as I can. Set sector on science. Tech, tech, tech.

* Sectors : Not better, not worst. Just different. IMHO, AI was better in 1.0 to growth, where 1.1 are better to specialize your sectors. I set all sectors but two on science, one on mineral and one on energy. After a tight start they gave me enough energy or mineral to reach faster my stocks limits. They also spawn spaceports and modules. Good when it's farms, solar panels or in some case observatories, not for crew quarters or point defense. Specially last one as AI will nearly never attack anything but you empire capital. Best strategies of sector is to colonize a new world, queue farms, clinic or so then transfer it to sector. If you have a bigger core sector than 5, wait after planetary administration as you could queue special building before transfer.

* Diplomacy : Yes AI allow civilian acces easier. But what if a Alien species came from nowhere spawned in middle af its empire ? «Militarian access, I will save you
- nope, this is internal business
- but you're losing battle after battle
- yes, but as those aliens seem to only want to destroy my spaceports. I don't need you. So... - 1000 for your access.
- fair point».
I see no real improvements. Impossible to obtain a laissez-passer across empires to go fight end crisis.

* Warfare : Where you could let the game design your ships and crush your ennemies, now you have to make it. Or you'll lost a bunch of ships. Specially battleships as AI seems now in a love affair with spacecraft. Look cool at first but thoses tiny ships seems doing nothing.

* UI : For me, that's what I will drop Stellaris soon. A game can be easy, AI stupid, with no real challenge but can steal me many hours of my life if easy to play. Stellaris is fun for me, even with its imperfection. But if it's a pain to play in long trend. Where's my sector colony ship ? Ok a surface job is finish but what was it ? Something on a planet, but on galaxy map I only see system name, and guess what, it's not a planet name like system I or sol III.
Paradox, you made Victoria II and you didn't put same military panel in Stellaris ??? I have around 25 spaceports which can build ships. So it's like 25 corvettes at the same time. You know guys, it's just impossible to do that in that game, a shame. Also, no rally point, yup, no rally point or auto-merge.

* End crisis : I feared that when I saw patch note : «now AI react to end crisis». I thought that sometimes Unbidden or those big Eye are so dumb, if AI start to fight them it will not be fun. I was right in a way. In my game, there's those things with their queen in the middle of my federal allies. So I can see what's going on : an endless loop describe shortly upper. Aliens came with 3 stack of 20k. My partner first 20K was crushed. Then Ailens start to shoot spaceports. Infested one world. Then built a spaceport, they moved to another system where a spaceport from my AI friends was built to replace a precedent destroy. So my AI friends came with a 7K to shoot this alien spaceport. Then moved to another planet to shoot another alien spaceport. So 50 years after beginning of crisis : business as usual there's a loop of spaceport shoot between aliens and my ally.

Not a wonderful, kickass patch. A good one which happily stole me some hours of my life. Now I'm waiting for official 1.1 patch but more surely expecting from 1.2 one.

PS : Is there soon sale on CK II ?
 
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WuphonsReach

Second Lieutenant
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May 11, 2016
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Pretty happy with 1.1 beta too. But I still have a bunch of complaints/deficiencies after playing most of the weekend. Mostly it's UI issues that still get in the way.

  • Putting a sector focus on research or minerals produces more energy income then putting it on energy focus. So the "energy focus" sector AI still needs work.
  • Some AI types need to focus more on colonization land grab.
  • Weapons need a balance pass. I'm not sure that anything should 100% bypass something.
  • The colonize list of available ships is pretty useful, except that it should be a sortable table that defaults to sorting by suitability of colonists, with a secondary sort key of distance from the currently selected world. There should be a separate column for species, suitability percentage, distance from current planet, status (idle, orbit, moving icons), target world (if dispatched). The colonize UI window should also be a lot taller so that I can see 6-8 colony ships at once instead of just 4.
  • Civilian ships should be sorted by type, then by age in the outliner. Put all my science ships together please!
  • Colony ships built by sector AI do not show in outliner.
  • If I click on a colony ship, I should be able to pull up a list of planets that are available. Columns should be sector name (or nearest in parenthesis), distance from colony ship, world type (filterable by drop-selection at top), suitability rating percentage (filterable by percentage drop-selection at top, defaults to 70%+), max size, available tiles, primitives present icon and count, and specials.
  • It should be possible to pin star ports to the outliner, instead of wasting Ctrl+# keys on them.
  • Sector AI goes overboard with building star port modules, it should only build modules that benefit its focus, and modules need to be removable.
  • Left-hand pane of the ship designer needs to work more like the outliner, with weapons / defensive modules grouped under headings like "explosive / energy / kinetic" or "shields / armor / power / hull". Or we need to be able to see a lot more weapons/modules per screenful to reduce scrolling.
  • Situation log list should be sorted into collapsable sections: "timed", "debris", "research", "science ship", "construction ship", "transport ship", "military ship", "other".
  • War score for fleet combat should be much higher based on how much of yours/theirs maximum or current fleet strength got destroyed (30 points max, scaled by percentage, use lesser of maximum or current). If the AI was running 1500/1000 pts and I blew up 750, then I blew up 50% of current and 75% of max, so score should be (50% * 30 pts) = 15 pts of war score.
  • War score for planet capture is about right (based on the size of the empire).
  • Vassalization war score in the "declar war" UI should make it clearer that anything over 100 pts cannot be selected (and why).
  • War score values should be displayed as percentages (which would indicate that they have a range of 0-100).
  • Maximum energy / mineral / influence pool needs to scale up on larger map sizes.
  • There should be a prompt for changing an already assigned Ctrl-# shortcut.
  • Removing a system from a sector (which costs influence) should require a shift-click to avoid a confirmation prompt.
  • It should be impossible to assign the sector capitol system to another sector (and that sector hexagon icon should have a different color like purple).
  • When assigning systems to sectors, systems that are already in a sector should be colored yellow (not green).
  • Ship upgrading needs to be smarter and allow for multiple design lines in a particular size class. If, when requesting an fleet to upgrade, that ship already matches an existing ship design name then it should not upgrade. Otherwise, it should look for the name that is most similar to its current design name and upgrade to that design. That would allow you to have multiple battleship design lines like "Burke I", "Washington-2308", "York mk 10", "Charlie 1st", "Lancaster", and "7th Lancer" (a ship being upgraded that is currently a "Lancer 6" should pick "7th Lancer" to upgrade to not "Lancaster".).
  • UI scaling on a 4k display (2.0x scale) mostly works just fine. Primary deficiencies are that the fleet list (when not in combat) of ships causes the top of the UI to be beyond the edge of the screen when you have more then 30 or so ships in the fleet. Dragging ships between fleets, the icon of the ship type being dragged is off by a factor of 2x (but the drag operation still works fine).
  • Influence income (base) should scale up on the larger map sizes (that will become more important if "planet scarcity" is a thing in future map settings).
  • So happy that the game plays properly on Linux.
 
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