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

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Wulfram

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The game needs more lopsided tech late game anyways. Right now, almost every empire has the same tech level throughout the game, which is no fun. Not a huge problem but I like the change. As long as the median tech level stays the same (or is slower, because I do think it's too fast right now) and the spread across empires is greater, I'm happy. Though I might have issue with techs not being big enough leaps. I haven't had enough situations in game to accurately test this, but x-ray lasers should absolutely dominate red lasers. When I get a new tech I don't /feel/ like I'm suddenly more powerful. Mentally, it's just "yay more tech.". But I'm just spit balling here.

You may have a point. You can stay very competitive with basically no tech so long as you use the resources you save to keep expanding and build up your fleet cap. Low tech is pretty competitive on a per mineral basis, it just needs a lot of ships to compete
 
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PhilUK

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Essentially, none of the combat computers that profess to boost fire rate or weapon damage actually apply that bonus. Particularly noteworthy with the Aggressive Combat Computer, which doesn't do anything right now but change ship aggression AI, though I believe it also affects the upgrade "Neutral" computers, like Psi Interface and Sentient AI. Bug doesn't seem to affect the fire rate bonus of Generals, though, which is working as intended.

With a pinch of salt taken, a user on Reddit suggested it can be fixed by changing:

modifier = {VALUE}, which doesn't correctly apply ship_fire_rate_mult nor ship_weapon_damage, to

ship_modifier = {VALUE}, which does.

Taking a look through it, I checked on the admiral trait aggressive and it seems this is an undocumented fix. Cause I can find no reason why it wouldn't be working. It may need play testing again. Considering the work that the individual went through in that reddit thread. It would be best to document it for the developers.

As the file does contain ship_fire_rate_mult and ship_weapon_damage. Which are the same within the admiral traits.
 

Orb

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I don't like the mechanic on general basis, it is to game focused and makes too little sense. More population = more science as more geniuses are born etc.
I like to think that the penalty means that propagating new technologies on numerous planets is more difficult than doing it just on one or a few.
 
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EmperorZelos

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I like to think that the penalty means that propagating new technologies on numerous planets is more difficult than doing it just on one or a few.
But that's propagating not the actual research which i just sending of information across planets through subspace
 
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apoc527

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I'm not 100% sure on the combat computer bug, not because I tested it, but only because it's inconsistent in the files. For example, for ship thrusters, it just says modifier =, but for other components, it does indeed say ship_modifier =. So it's hard to say.
 

PhilUK

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I was alerted by @grekulf that the way in which the sensors was handled has been fixed and was undocumented at the time release of my quick fix. As such it is important that you remove the fix as quickly as possible. It will not cause any issues with your save.
 
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Erei

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End game stuttering is still there, less, but still there. Thanks anyway, and the UI change and whatnot is good.
Maybe I missed something, but have kinetic weapons been buffed or are energy based weapons still superior?
No change that I've seen. And once you unlock tachyon lance, there are no reasons to play anything else. For large slot, obviously.
I don't like the mechanic on general basis, it is to game focused and makes too little sense. More population = more science as more geniuses are born etc.
I think it's meant to balance large empire. They already have more money/fleet power, so if they also had more tech, then the biggest empire would snowball to victory. It wouldn't be fun. Not that tech matters much, unless for specific tech that are gamechanger (tachyon lance for example), otherwise there are not much difference between tiers of weapons. If think it's about 20% between lowest rank and highest rank.


Honestly, I think the penalty on tech is meh. Large empire have issues, that should be worked upon. For example, long travel time (need to split your forces), more divergence (away from capital, large sector) and so on. I wish the sector would be improved, to the point where a large empire would need to delegate more and more in its border, creating large vassals there to help him. See the Roman Empire when it was divided in 2.
 

Invader_Canuck

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No change that I've seen. And once you unlock tachyon lance, there are no reasons to play anything else. For large slot, obviously.

I think it's meant to balance large empire. They already have more money/fleet power, so if they also had more tech, then the biggest empire would snowball to victory. It wouldn't be fun. Not that tech matters much, unless for specific tech that are gamechanger (tachyon lance for example), otherwise there are not much difference between tiers of weapons. If think it's about 20% between lowest rank and highest rank.


Honestly, I think the penalty on tech is meh. Large empire have issues, that should be worked upon. For example, long travel time (need to split your forces), more divergence (away from capital, large sector) and so on. I wish the sector would be improved, to the point where a large empire would need to delegate more and more in its border, creating large vassals there to help him. See the Roman Empire when it was divided in 2.

Not so true anymore. Arc Emitters have a baseline accuracy of 100%, Lances 90%, presumably the bug which made all weapons effectively 100% with sensors was fixed, meaning Arc Emitters have 100% and Lances have at maximum 96%.
 

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01_PLEASANTLY_SURPRISED_EXCLAIM

Didn't expect it to be out already, so now I'm happy I checked the forum :) . Time to read the full patch notes, and fire up Stellaris, I guess :p .
 

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I had noticed that my large empire's research was stagnating (this was with the 1.03 patch) and now I understand why. If I understand the effects, with old system: planet 10 or less was preferable as a research planet and anything over 10 was going to experience progressively worse tech advance.

With the new system a planet of 11 or more is preferable, and anything over 11 is going to experience progressively better tech advance.

If I've got that correct, then I like this as it makes more sense for a large population to be better at scientific advance than a small one.

What I remain puzzled about is this: "Research" towards "techs" is done at the societal level, or rather at the faction level. You select a research track for each of your three areas and that is what your faction is working on. There can be "Principal Investigators" (scientist leaders) assigned and they presumably reside on the home world. You can also assign additional scientists to "assist" research on a planet. Any additional planets beyond the home world are presumably working under the guidance of their PI back on the home world, and making their contribution to the overall research effort. All of this adds up to a total "research points value" for the faction as a whole, and this value gets subtracted from the total cost for any given "tech" until such time as the tech is "discovered" or mastered perhaps being more accurate.

So given this model, why is it even necessary to have pop-dependent mediators of tech AT ALL? If you've got the resources/tech to pack 5 laboratories into a planet that has either 10 or 11 (or 12 or 13) pops, what difference should it make if that if there are more or less pops on that planet? The idea that the number of pops on a planet somehow impacts the research productivity of that planet (or the faction as a whole) seems artificial and unnecessary to me in the first place. While this new system seems to change the dynamic in the correct direction: having a larger pop planet is not a net burden to research speed, it still seems like an unnecessary system in the first place.

Can anyone explain to me why?
 
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Optimus prime

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I didn't see it in the patch notes. Was standard_ship_behaviors.txt regarding the bug with preferred_attack_range not being respected by formation_distance fixed?

This was the cause of all ships clumping up into a tiny ball.

I was hoping they changed that behavior :(. It simply looks very bad for a space combat game. I really hope they will change this in the next patch!