[Dev Team] 2.2.3 patch released, and 2.2.4 beta now available [checksums - 2.2.3=746c, 2.2.4=77d7]

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Aotrs Commander

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In terms of creating the observed weird population growth behavior, the thing that intensifies the problem is that you don't even NEED an empire with Xeno-Compatibilty to cause that issue. One of the events that can trigger with the Caravaneers is the creation of a cross-bred species.

Therefore, even if no one ever takes up Xeno-compatibility at all, if this event fires a few times (each in a different empire), it could create several new cross-breed species. And then if you have migration treaties with those empires, you have BOTH their main species AND the cross-breed species that can migrate to your empire and cause the aforementioned issues of shutting down the growth of other species with larger populations almost entirely until they reach comparable numbers.

Ouch. Hadn't realised that - I'd just assumed those damned space-elves[1] were gettin' thei freak on, but that probably made it even worse, then.



[1]Who I'd specifically force-spawned so there'd be one xenophiliac for my megacorp - naturally they spawed across the literal other side of the galazy and left me surrouned by maruaders, FEs, MEs, xenophobes and xenophobe mege-corps...
 

Leylos

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Hey all, good morning.
Seeing a lot of people talking about pop growth on multi-species world being wonky, and getting alarmed by our lack of a statement on it. I wish I was some cool mysterious spymaster with a sinister conspiracy to unveil, but the truth is sadly much more prosaic: we get bombarded with vastly more questions and feedback than we can ever hope to individually address, especially around release time. What I can say is I have asked my designers to look at the system and see what can be done with it. No promises until I have a working, tested build in hand, but there you are.

Thanks, that's all I wanted to hear.
 

Coconut_Cookie

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So since they're trying to fix fighters, will we ever get some more specific parts for carriers? Like a catapult to launch your fighters towards the enemy so the initial stike can be much faster and farther away, or a repair workshop. Just some parts that in the endgame truely set them appart from battleships.
 

klingonadmiral

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* Fixed a crash on autosave

Was this the cause of the various "game crashes at certain date" reports that would also generated the following exception:

Code:
######## EXCEPTION: 0xC0000005 at address: 0x00A296A0: ACCESS VIOLATION  write attempt to address 0x244A001C
 

Arnovitz

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Just copy the mods that have already changed it to people's content:

Code:
NPop = {      
        NEW_POP_SPECIES_RANDOMNESS            = 0.0    # The higher this is, the more random species selection of new pops will be
        NEW_POP_SAME_SPECIES_WEIGHT            = 2.0    # The higher this is, the more new pops will be weighted by number of exact same species pops
        NEW_POP_EXACT_SPECIES_WEIGHT        = 0.5    # The higher this is, the more new pops will be weighted by number of same or subspecies pops
        NEW_POP_SLAVERY_WEIGHT                = 0.5    # The higher this is, the more new pops will tend to be balanced between enslaved and non-enslaved species
        NEW_POP_SPECIES_DIV                    = 0.0    # The higher this is, the more planets will tend to grow species that are underrepresented on the planet
        NEW_POP_HABITABILITY_THRESHOLD        = 0.7    # If habitability is under this, apply exponentinally increasing penalties to new pop weight
        NEW_POP_HOMEWORLD_MULT                = 2        # Pops have increased weight for growing on their homeworld
        NEW_POP_ASSEMBLY_TRAIT_MULT            = 1        # Extra weight per trait point for assembled pops
        NEW_POP_GROWTH_MOD_MULT                = 0.66    # How much does species growth mod trait matter for new pop weight
        NEW_POP_IMMIGRATION_MOD_MULT        = 1        # How much does species immigration growth mod trait matter for new pop weight (when there is immigration)
    }
Is this the code from this mod? I've used it and it's great.
 

Klontas

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Thank you for your work! I enjoy your game very much and have played 2.2.3 beta for a long time, happy to get my hands on 2.2.4!


Also, I am a bit new here, how do I report bugs?
Since they are relevant for 2.2.4, I think this might be the correct place?

I noticed that when terraforming to a hive world, I lose "Mastery of nature" decision effect and cannot use it again.
I terranformed to a hive world (luckily after building all my districts) and now I have -2 available districts.
This is a saved game I started in 2.2.3 beta and I have hive worlds there that I terraformed before changing to 2.2.4 that did not lose the bonus districts (pretty sure)

Also, wiping out the Mauraders sent my fleet (that murdered them) to emergency ftl. Seems buggy. There is no one left in that system, I got the pop up telling me I murdered all of them and my fleet went to emergency ftl.
 

Mímisbrunnr

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I've reported it the bug reports, but will also do it here for increased visibility.

There is a glitch with Egalitarian faction demands regarding robots and migration. Fortunately, modders (not me) have already found a fix, so I'll just link this for PDX to be able to check it out. @Jamor @Moah.



The following (most of the rest of the post) is quoted from https://steamcommunity.com/sharedfiles/filedetails/?id=1591545771, AvenDonn's "Egalitarian faction robot migration fix" mod, which specifies exactly what to fix in what feel to resolve ( 00_progressive.txt to include: is_robot_pop = no).

BEGIN QUOTE



The Progressive (Egalitarian) faction is displeased when migration controls are enabled on any pop within the empire.

However, they also count robot pops. Migration controls cannot be disabled for robotic pops.

This mod modifies 00_progressive.txt to include: is_robot_pop = no
It is incompatible with any mod that modifies this file. This file is likely to be modified by any mod that changes factions, but is compatible with mods that add new factions.

With this mod enabled, the Progressive (Egalitarian) faction does not care about robotic pops for the free movement condition. No other changes have been made.

Full demand definition:

demand = { title = "PROGRESSIVE_FREE_MOVEMENT" unfulfilled_title = "PROGRESSIVE_NO_FREE_MOVEMENT" desc = "PROGRESSIVE_FREE_MOVEMENT_DESC" fulfilled_effect = 10 unfulfilled_effect = -10 potential = { exists = owner owner = { has_encountered_other_species = yes } } trigger = { owner = { NOR = { any_owned_pop = { has_migration_control = yes is_sapient = yes is_enslaved = no is_being_purged = no is_shackled_robot = no is_robot_pop = no } has_policy_flag = resettlement_allowed } } } }

END QUOTE


Just add in the formatting and you're good to go. Its better formatted where I paste this into the bug report.



UNRELATED ADDENDUM/EDIT:

@Klontas there is a separate bug-report sub-forum.
 

Kahldris

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@Jamor

Love the shout out to glavius and thanks for talking about the ai and making some fixes!

Have a good weekend!

P.s. Would like to mention ai is really struggling to take planets. I'm sure you're aware but wanted to mention it.
 

mcolder

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Quick note, and this might come as no surprise but still worth noting: terraforming one of the District glitched worlds to Hive World does give the world the full amount of districts.
 

enfo

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While displacing conquered aliens in Stellaris in 2.2.4, I ended up getting the genocidal diplomacy debuff (as if I exterminated them) with every alien race in the galaxy. Is this intended?

In addition, terraforming to Gaia world preserves the district capacity but sometimes I have to rebuild all the farming/mining/energy districts.
 

djmatipl

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Today i got strange bug... one of my enemy (2241) got equvalent fleet power but after they declar war they send 2x stronger fleet, my got only 1,4k they got 2,9k fleet power. Game count starbase as fleet power?? They got equvalent economy to my and inf tech.
 

Todie

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Today i got strange bug... one of my enemy (2241) got equvalent fleet power but after they declar war they send 2x stronger fleet, my got only 1,4k they got 2,9k fleet power. Game count starbase as fleet power?? They got equvalent economy to my and inf tech.

Tag to them in console and look at modifiers; there can be a lot going on - maybe working as intended

Admirals, rare res edicts, doctrine policies...
 
Last edited:

Aleriez

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Machine empires are far from unplayable. They're only weak in the beginning because the baseline pop assembly speed is just too slow.

IMO they should just switch the first two coordinator jobs with assembly jobs, and the current 2. and 3. assembly job with coordinator jobs. You would get 3 pop assembly speed from the start and would not get more in total than you can get currently.
 

philosophergamer

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Any plans to address Pop Growth mechanic, whereby a single xeno pop arriving on your planet will stop the growth of your founder species for centuries?
Come on people there are other more serious fixes for them to be prioritizing. Turn on population controls for the various species in your policies and then select your primary species to grow on a given planet by clicking on them in the population tab. You take a 20% population growth reduction by forcing a chosen species to grow but you gain full control. If you are pissed that you chose a xenophile race who prohibits population controls then deal with a real demographic consequence of potentially having open borders.
 

SuiciSpai

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I just loaded an old 2.2 game where I was on the late game on the middle of war of heaven, and was impossible to keep playing because of the lag. I don't have a powerful pc (laptop i7-7700k), but it's much smoother now, it's not fast, but is late game and with gazillion fleets, pops (my empire is a quarter of the galaxy with 5000 pops, so I assume that it should be around 15000 pops in total), combat and planets to manage at the same time I don't care, because the sluttering that make me pause the game to make orders is mostly gone, and the freeze that I had every now and then with at least 10 seconds of freeze is also gone.

Keep the good work! (hope you had enough time to squash almost all bugs and add QoL, this version is now very promising)

Edit: Although if I use the "opinion" map mode, the game lags until it die, for some reason..
 
Last edited: