[Dev Team] 2.0.4 Patch Released [checksum f368]

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Eelectrica

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For the love of god why are random enemy fleets spawning in systems I've already taken? What kind of backward nonsense is this? I'm systematically moving across an empire to keep them from reclaiming star bases AND THEY ARE SPAWNING BEHIND ME!!!!! Never seen this before. What the f is going on dude
Do they have a vassal repairing/fielding fleets?
I've got a 2.04 game going and fleets have always had a source.
 

Fal Soram

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Hey all, any feedback on the 2.0.5 beta? Remember it's not including fixes other than for a potential multiplayer out of sync, fixes for other stuff is still in the pipe. Can I assume no news is good news?

The majority of the out of syncs have gone away for couple people I play with, however we are still getting a lot of OOS, but it is always the same things, as opposed to before where it seemed to be just whatever the game felt like busting. CS_FLEET, CS_FLEET_PATH are two I recall poping up the most. There are others but they all pertain to CS_FLEET.

Our game is modded, although nothing ridiculous, couple extra ship classes being the bigger of what we use.

Also, getting a lot of short pauses while we play, as if it's about to throw an OOS, but then doesn't. This has been a thing since at least 2.0.2, which was when we switched from 1.9 over to this.
 

kazper

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For the love of god why are random enemy fleets spawning in systems I've already taken? What kind of backward nonsense is this? I'm systematically moving across an empire to keep them from reclaiming star bases AND THEY ARE SPAWNING BEHIND ME!!!!! Never seen this before. What the f is going on dude
Are they a Fallen Empire or a Khanate? I think those get fleets by events, so that can mess you up.
 

SmokeManSam

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I last played on 2.0.2, but I picked it back up here and I feel like the game is going in a great direction. Couple things:
1) Can you please make a queue editor for planets? You can change the order things are being built on starbases
after selecting what to build, but you can't for a planet. If this exists somewhere, I haven't seen it. To change your order
you have to manually cancel build plans and kill your queue just to do it over which is pretty tedious.
2) I went to war with some neighbouring empires, and it was mostly fine (I had some real problems with .2) but I wasn't
getting any occupation for planets. I succeeded in 7 or so on both empires but got no score for them. I also
noticed that they weren't getting any exhaustion from ground battles, but I did. I ended up with 9%, but I also lost on one
invasion. I felt like my exhaustion in the ground battles seemed accurate, but they didn't get any which was silly.
 

Jamor

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Hi all, just a quick update: we found potential fixes for a few more out of sync issues in MP, so I've updated the 2.0.5 beta. Give it a spin and let us know your results.
 

Nox Eterna

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Some bugs/poor design decisions I found in my current official steam release:

1)Titans with artillery computers still quickly rush into mid range, far ahead of the rest of "artillery" ships. Their main cannons still have no weapon "type" - therefore they do not benefit from special research and strategic resources.
2)VERY annoying auto-upgrade feature in ship designer can't be turned off and it keeps replacing precognition computers with sentient ones each time I open it
3) autonomous ship intellects can be reverse-engineered.
4) still many poor ai empire plays - willingness to declare petty ideology wars during galactic criseses, inability to repair destroyed PlanetSide structures(enemy homeworld I devastated with xenomorphs was still completely destroyed even 20 years after the war has ended, poor resource exploitation priorities (dragon hoard was left unexploited for several years)
5)Great Khan empire AI being of extremely low quality, they take some bordering systems and basically go afk until great Khan dies.
6)awakened empires also suffer from some very poor tactics. In my playthrough they make their fleets almost exclusively from escorts with almost no battlecruisers and not a single Titan in a whole game. They also tend to attack far stronger fleets with one small fleet at a time, with predictable results.
7) tyanki space whales eagerly using newly constructed gateways :/
8) war exhaustion shows some strange numbers when ground armies are involved - like 48 armies lost during some planet siege, even when like 10 were involved.
 

James Fire

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VERY annoying auto-upgrade feature in ship designer can't be turned off and it keeps replacing precognition computers with sentient ones each time I open it
Yes you can? Tell the designer to not generate designs.
 

Takfloyd

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Some bugs/poor design decisions I found in my current official steam release:

1)Titans with artillery computers still quickly rush into mid range, far ahead of the rest of "artillery" ships. Their main cannons still have no weapon "type" - therefore they do not benefit from special research and strategic resources.
2)VERY annoying auto-upgrade feature in ship designer can't be turned off and it keeps replacing precognition computers with sentient ones each time I open it
3) autonomous ship intellects can be reverse-engineered.
4) still many poor ai empire plays - willingness to declare petty ideology wars during galactic criseses, inability to repair destroyed PlanetSide structures(enemy homeworld I devastated with xenomorphs was still completely destroyed even 20 years after the war has ended, poor resource exploitation priorities (dragon hoard was left unexploited for several years)
5)Great Khan empire AI being of extremely low quality, they take some bordering systems and basically go afk until great Khan dies.
6)awakened empires also suffer from some very poor tactics. In my playthrough they make their fleets almost exclusively from escorts with almost no battlecruisers and not a single Titan in a whole game. They also tend to attack far stronger fleets with one small fleet at a time, with predictable results.
7) tyanki space whales eagerly using newly constructed gateways :/
8) war exhaustion shows some strange numbers when ground armies are involved - like 48 armies lost during some planet siege, even when like 10 were involved.

Can confirm all of this except the Khan(he has been very strong in my experience) and these bugs have been there for ages. Can also elaborate on a couple of them:

2) The auto-upgrade bug doesn't actually upgrade your ships, but it changes your right-side system slots to the latest version when you open the ship editor, without saving the template. This means that if you get an upgrade to those systems, you have to go through each ship in the designer and click "Save", otherwise you're still building the un-upgraded versions. And if you DON'T want to use the latest versions, you have to tediously reselect the one you want every time you want to change something else on the ships.

And yes, this happens even when you turn off ship auto-generation and auto-upgrading.

6) Awakened Empires are weak because they still don't have the economy to pay for their ships, even after the lazy attempt at fixing them that obviously wasn't tested. They do start with lots of battleships and a titan when they awaken, but they immediately disband most of them within a couple of in-game days, even on Admiral(haven't tested Grand Admiral).
 

Stormcow

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the game is running really well as of v2.0.4

good job guys, my faith in paradox has been restored.
 

Nox Eterna

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Can confirm all of this except the Khan(he has been very strong in my experience) and these bugs have been there for ages. Can also elaborate on a couple of them:

6) Awakened Empires are weak because they still don't have the economy to pay for their ships, even after the lazy attempt at fixing them that obviously wasn't tested. They do start with lots of battleships and a titan when they awaken, but they immediately disband most of them within a couple of in-game days, even on Admiral(haven't tested Grand Admiral).

Idk about "disbanding" these bigger ships, but they certainly do not seem to build them after they are lost in attrition. Right now, in my game (admiral scaling difficulty, year 2540) An awakened xenophobic empire has about 4-5 80k fleet power fleets, made entirely of escorts. They have 1 battlecruiser (presumably, an original one), and I haven't seen a single titan. They made a colossus though and destroyed some planet with it.
 

Takfloyd

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Idk about "disbanding" these bigger ships, but they certainly do not seem to build them after they are lost in attrition. Right now, in my game (admiral scaling difficulty, year 2540) An awakened xenophobic empire has about 4-5 80k fleet power fleets, made entirely of escorts. They have 1 battlecruiser (presumably, an original one), and I haven't seen a single titan. They made a colossus though and destroyed some planet with it.

They do disband them exactly as I said. Without exception. Watch them when they awaken next time.
 

Takfloyd

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Hi all, just a quick update: we found potential fixes for a few more out of sync issues in MP, so I've updated the 2.0.5 beta. Give it a spin and let us know your results.

After installing today's patch and loading our in-progress multiplayer match, the game desynced immediately with a POP_MODIFIER error. We saved and reloaded, and it was fine after that, no further desyncs - though we are still in the early game.
 

UnrealNL

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After installing today's patch and loading our in-progress multiplayer match, the game desynced immediately with a POP_MODIFIER error. We saved and reloaded, and it was fine after that, no further desyncs - though we are still in the early game.

I play with 2 friends and we get alot of desyncs too.
In our latest logs: CS_FLEET_PATH: [289325 - 4294595492] <<< Mismatch! But we had POP_MODIFERS too. One of my friends found 'File 'mod/ugc_911635167.mod' should be in utf8-bom encoding (will try to use it anyways)' so he's reinstalling now. We had this since 2.0 (with no mods enabled).

Every game desyncs and becomes unplayeble at some time (fleet not moving, broken auto explore etc.)

Edit (running 2.05 now and tried all beta's and patches):
Some other errors:
Invalid contact location for first contact
country scope contains invalid object at file:
common/scripted_triggers/00_scripted_triggers.txt line: 559
common/diplo_phrases/00_diplo_phrases.txt line: 19130
fcommon/diplomatic_actions/00_actions.txt line: 1007
Script Error: Invalid context switch[event_target:rebel_country], file: events/unrest_events.txt line: 1482
 
Last edited:

stam96

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I play with 2 friends and we get alot of desyncs too.
In our latest logs: CS_FLEET_PATH: [289325 - 4294595492] <<< Mismatch! But we had POP_MODIFERS too. One of my friends found 'File 'mod/ugc_911635167.mod' should be in utf8-bom encoding (will try to use it anyways)' so he's reinstalling now. We had this since 2.0 (with no mods enabled).

Every game desyncs and becomes unplayeble at some time (fleet not moving, broken auto explore etc.)

Edit (running 2.05 now and tried all beta's and patches):
Some other errors:
Invalid contact location for first contact
country scope contains invalid object at file:
common/scripted_triggers/00_scripted_triggers.txt line: 559
common/diplo_phrases/00_diplo_phrases.txt line: 19130
fcommon/diplomatic_actions/00_actions.txt line: 1007
Script Error: Invalid context switch[event_target:rebel_country], file: events/unrest_events.txt line: 1482

After a fresh installation of Stellaris (2.0.5 Beta) we could play it for about a hour without desyns. Now again we have the POP_MODIFIER desync. With the following messages in de error.log

[22:58:33][bitmapfont.cpp:2827]: Could not find coloring for character ' '
[22:58:33][bitmapfont.cpp:2827]: Could not find coloring for character ' '
[22:58:33][bitmapfont.cpp:2827]: Could not find coloring for character ' '
[22:58:33][bitmapfont.cpp:2827]: Could not find coloring for character ' '
[22:58:33][bitmapfont.cpp:2827]: Could not find coloring for character ' '
[22:58:33][bitmapfont.cpp:2827]: Could not find coloring for character ' '
[22:58:33][bitmapfont.cpp:2827]: Could not find coloring for character ' '
[23:06:04][gamestate.cpp:2354]: POP_MODIFIERS: [26808574 - 26808774] <<< Mismatch!

Also we see some other messages in the error.log not related (I think) with the desync:

[21:19:28][government_restrictions_solver.cpp:765]: Result civic [civic_great_khans_legacy] is not valid
[21:30:48][country.cpp:11515]: Invalid contact location for first contact between Tebadoran Star Technocracy and Grim Souls
[21:30:48][country.cpp:11515]: Invalid contact location for first contact between Bothrian Blessed Assembly and Grim Souls
[21:30:48][country.cpp:11515]: Invalid contact location for first contact between Empire of Tendor and Grim Souls
[21:30:48][country.cpp:11515]: Invalid contact location for first contact between Belmacosa Autocracy and Grim Souls
[21:30:48][country.cpp:11515]: Invalid contact location for first contact between Holy Roman Empire and Grim Souls
[21:30:48][country.cpp:11515]: Invalid contact location for first contact between Coalition of Rek'Thaa and Grim Souls
[21:30:48][country.cpp:11515]: Invalid contact location for first contact between Lox'Ungrak-Va Democratic Planet-States and Grim Souls
[22:54:15][trigger.cpp:366]: country scope contains invalid object at file: common/scripted_triggers/00_scripted_triggers.txt line: 560
[22:54:15][trigger.cpp:366]: country scope contains invalid object at file: common/diplo_phrases/00_diplo_phrases.txt line: 19130
[22:54:15][trigger.cpp:366]: country scope contains invalid object at file: common/diplo_phrases/00_diplo_phrases.txt line: 19136
[22:54:15][trigger.cpp:366]: country scope contains invalid object at file: common/diplo_phrases/00_diplo_phrases.txt line: 19137
[22:54:15][trigger.cpp:366]: country scope contains invalid object at file: common/diplo_phrases/00_diplo_phrases.txt line: 19145
[22:54:15][trigger.cpp:366]: country scope contains invalid object at file: common/diplo_phrases/00_diplo_phrases.txt line: 19146
[22:54:15][trigger.cpp:366]: country scope contains invalid object at file: common/diplo_phrases/00_diplo_phrases.txt line: 19147
[22:54:15][trigger.cpp:366]: country scope contains invalid object at file: common/diplo_phrases/00_diplo_phrases.txt line: 19154
[22:54:15][trigger.cpp:366]: country scope contains invalid object at file: common/diplo_phrases/00_diplo_phrases.txt line: 19160
[22:54:15][trigger.cpp:366]: country scope contains invalid object at file: common/diplo_phrases/00_diplo_phrases.txt line: 19165
[22:54:15][trigger.cpp:366]: country scope contains invalid object at file: common/diplo_phrases/00_diplo_phrases.txt line: 19171
 

Athmet

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Nov 20, 2011
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I got the POP Modifier issue as well with the friend but happened one time and not after... We have another session in few days, so will be able to say if that happens every time.