[Dev Team] 1.8.1 opt-in beta patch released [checksum 8a3f]

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I_am_Nemo

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I care to disagree. Having planets in the same system not grouped together was the single most irritating thing. And in the long run I consider distance from capital a much more intuitive way opposed to having to remember in which order I colonized stuff.

Absolutely agree on the same system not grouped. I could go either way on distance vs. order colonized, so long as same system is auto-grouped.

Tbh, though, I'd love to see a production/planet building interface that removes to need to have all your planets in the outliner and click through them all to run upgrades/build ships. It'd be much easier to keep track of fleets/armies/factions/etc. via outliner without 20+ planets filling it up and making it scroll forever.

Edit: linking this bug report in case this thread gets more attention than bug reports forum. Not game breaking, but pretty annoying. https://forum.paradoxplaza.com/foru...e-pops-on-colony-ships.1047812/#post-23341110
 

Brian Bóroimhe

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It still effects them, but it just doesn't effect the primary ascended pops, all their other synth's get effected and normally by that point you have a bunch of them. For my empire it was about half my pops and it still really hurts your economy.

I take it that you haven't played as a synth ascended empire based on your comment though because the events specifically say that it doesn't really effect them because they used to be organic. Plus before when you had your entire empire get effected by it you were pretty much out of the game. You can easily go from +600/600 energy / minerals to negative those numbers the moment it starts which wasn't fun and made you unable to do anything or fight back
Okay, so it was a misunderstanding on my part. Thank you for clarifying that, the line in the patch notes was very ambiguous. I haven't played as synth ascension yet. The way you describe it as working sounds quite reasonable.
 

Taelyn

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If you lock species on the species selection at the start of a game, it doesn't work. I have them all locked yet two of my creations showed up next to me.
 

Ganet2

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Everyone but my ruler's portrait changes and people with my leader's portrait in the available recruits.

All other leader portraits change but at no point my Ruler's and the for a long time I can only recruit from outdated robot portrait varients that no longer exist within my population.
 

GAGA Extrem

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[...]
Do you see that? Adaptive Ecology has an icon of a planet blended with clock, for a benefit that has nothing to do with time. I had to delete all my native files and clear my Steam cloud because of this.
It had Terraform Speed in the earlier iterations. :p
 

Riftwalker

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Yes, that's the case. It's called "Lanchester's square law". Wikipedia: https://en.wikipedia.org/wiki/Lanchester's_laws#Lanchester.27s_square_law

This is true for comparative tests. 2 ships with be 4 times as powerful as 1 ship, in that the whole chance of winning might be considered. You can view this during battles where a slight advantage snowballs into a complete advantage and you take much fewer losses due to the enemy losing ships.

HOWEVER, when comparing a ships raw output, you cannot use the 40% saved resources to create 66% more ship. Thus a ship doesn't have 66% increased HP per ship, meanign they die and lose their firepower just as quickly as before. Meaning their DPS is still the only comparative change. You can create more fleets, but in a fleet battle, a ship that happens to 1v1 another ship is only more likely to survive due to it's increased DPS. IF you're facing a fleet that still has the same RAW DPS but less ships, they'll lose comparative to their DPS values. IF you face a fleet that has more DPS than you but less ships and thus less HP, they may still end up winning due to killing your ships and lowering your DPS before the same happens to them.

total fleet HP isn't as useful as per-ship HP basically is what i'm saying, and your example seems to conflate the two.
 

Matt516

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New colonised planets are still being added between already colonised on planner list >_<

I can confirm this. Recently conquered a bunch of planets far away from my capitol and they're all directly under my capitol in the sorting.

I'm honestly fine with it being sorted by order acquired or by distance from capitol, but it needs to work. It'd be best to have the option, of course - but I'd settle for a system that works as intended haha.
 

Huelander

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Why did they remove positronic AI for machine empires?

Sentient Combat Computers and Nanite Assemblers are now unavailable for Machine Empires. The later of which is a technology specific to Machine Empires, giving the final robomodding point.
 

EntropyAvatar

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total fleet HP isn't as useful as per-ship HP basically is what i'm saying, and your example seems to conflate the two.

I think the "two ships 4x as good as one ship" is a decent first approximation. As you say, it's not exactly correct. If say Player A has -50% ship cost, -50% maintenance cost and +100% fleet cap, and Player B has +100% fire rate and +100% hitpoints, I'd give a slight edge to B, but only due to the "chunkiness" of battle.
 

IMRaziel

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sector colonization is still broken. they build colony ships, but don't send them to colonize worlds

also, in sector projects, i see they are trying to build spaceport on a planet, that already has one
 

halloween20

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uhm...
will there be any (hot)-fixes for this opt-in patch bevor it will get official? (major new bugs and such things...)
or do you fix things in the backround and provide it all together when it goes live ?
 

Talbrys

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My point defense is broken. It ignores all missiles if there are strike craft present, even if it can't shoot said strike craft. Without strike craft, works like a charm. This includes both ship based PD and fighters. I think I remember this being an issue when Stellaris first came out?
 

Talbrys

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Also, as a determined exterminator MI when trying to secure a wormhole treaty with a fellow determined exterminator MI who I'm fighting a war with it seems to default the trade value to zero regardless of what else is there (even hundreds of energy/mineral per month). Even if I ask them to give me a wormhole treaty from their end with nothing in return it sits at zero instead of a negative number like asking for anything else for free. While I have wormhole access during the war, without securing a separate wormhole treaty my wh stations in their territory are just destroyed as soon as the war ends stranding any ships (this also happens in with my wh stations in the enemy territory) which seems a needless penalty to wh players by forcing their ships to go mia at the end of a war).

Edit: whoa it even removed the wh stations I had in the territory I won from the war
 
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