[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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philosophergamer

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Battle Thrall slaves before 2.2 could be used for almost any job thanks to their reduced penalties for energy, research, etc.
This is still reflected in their description, stating they can hold many more jobs than regular slaves.
Please address this by either allowing Battle Thralls to do Specialist (and/or Ruler) jobs or changing the description to more accurately reflect what Battle Thralls can be used for.
Totally agree. I would also like the ability for Battle Thralls to be allowed to create military leaders. I really would like to role play with a Jem'Hadar race. Given the increase in the variety of jobs overall I would like to see both Battle Thralls and slaves that are given "Servitude" status be allowed to have a wider variety of roles to differentiate it further from basic chattel slavery. If they really want to get crazy I'd like to see many more special buildings on Thrall worlds related slavery status to make them even more unique.
 

Shmaded

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So I just loaded my late game save from 2.2.3 where a Stagnant Ascendancy had awoken but no one had risen to challenge them yet. Within a year of loading they declared war on a stagnant ascendancy a bit of a ways from them. I have seen this happen in the past but not for awhile. But it also seems weird they would declare war on someone with their own ethos.

I figure this is a bug rather than a feature.
 
Last edited:

Stars_and_Bars

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I am getting a bug where I continuously keep getting offers from the Caravaneers that I repeatedly decline, but they keep offering me the same thing. It's annoying to have keep responding to these space solicitors. Is there a way to automatically decline their offers?
 

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After the first game in 2.2.4 (5 hours)

- Caravaneer canon is available from the start of the game, I failed to find anything wrong with weapon 'code', maybe it used to have 'prerequisite' tech line but now it doesn't - I have no idea;

Someone else expressed worry this would affect the AI. I dare say that it will not, because there is 0 factor on the ai weight for <= 0 gas income.
 
Last edited:

Olterin

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... Droids/Synths existing in an egalitarian empire still presents a faction issue for the egalitarian faction. They're unhappy that the droids/synths cannot migrate freely
 

Zoomun

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Pop growth needs to be changed somehow. In my last game I conquered one planet with three pops and all my core worlds started growing them. How does that make any sense?
 

ZeroEdgeir

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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.

It's not "just" pop growth speed. They catch up in pop growth rather well, faster than biological empires (barring Hive Empires), even if they don't cap out as high. And frankly, I don't see that as the problem for Machine Empires. It's the fact they have no real pros, while having multiple cons, compared to normal empires (let alone compared to their cousins, the Hive Empires)

Cons
  • Much Higher Energy Upkeep
  • No Trade Value Energy Income, Solar Panel compensation for space doesn't alleviate missing trade value at planetary level
  • No Piracy to patrol for, reducing Admiral XP gain (and nothing done to compensate)
  • No Factions, reducing Monthly Influence Gain potential (yes, they start with +1 more, but that never really improves. They get another +1 from a tech, but normal empires get the same equivalent tech for +1 more from factions (which caps at +2 before the tech, and +3 after), making normal Empires cap at +6 and Gestalt Consciousness cap at +5.
  • No reasonable way (except the market...) to make Food useful (Bio-Reactors are not an effective option, the math has been done, market is more effective, which is rather terrible)
  • No reasonable population controls for what builds/grows where (without having to play with more micro than we did in 2.1). This is an issue for both Gestalt Consciousness (Machine and Hive), as by thematic design, a Gestalt Consciousness would always create the best drone for the job needed to be filled, would not heedlessly re-assign new drones to new jobs. Nor would they create excess drones with no purpose, as it is a waste of materials (food upkeep for Hives, mineral production and energy upkeep for Machines).
  • No actual differences in production of ANYTHING over a Normal Empire (This was a thing in 2.1 as well as mentioned relating to finished goods in Dev Diary 124 for 2.2. And it's clear they intended to, since they actually made the Calculator, Coordinator, and Fabricator jobs different from their Hive counterparts, while every other job is shared. But the values are exactly equal across them all...)
  • Planetary Stability has a seeming hard cap around 70% I believe it is (never get to it...), impacting production compared to normal empires
  • Has the highest demand on Engineering Research, including for pop modding (Robomodding, both the tech and the project), unlike everyone else using Society, yet Coordinators only give Society (Robots don't need food much unless Rogue Servitors or selling on market, can't get genemodding or habitability techs, and in general, has fewer techs in Society period).
  • (MegaCorp exclusive) No benefits of Commercial Pacts and MegaCorp buildings
Pros
  • 100% Habitability (well, barely a pro. Life-Seeded pops will move to 0% habitable worlds once colonized, so habitability only reduces effectiveness of pops, it doesn't seem to discourage taking other worlds. Only helps get free access to Tomb Worlds really)
  • Can make Solar Panels on Starbases (maybe? Fixed energy generation is okay, but they are basically mandatory right now just to keep you afloat until the mid-game, in terms of energy, and not just 1 starbase, but multiple)
  • No Factions, removing the hoops to jump through for Influence Gain (which is nowhere near as bad in 2.2 since you get some influence at all levels of faction happiness, not just 60%+ anymore)
  • No Trade Value, so no Piracy to deal with
  • Machine Worlds let you re-district planets as you see fit (but that makes them a 100% required Ascension Perk)
  • (MegaCorp exclusive) No issues with Criminal Heritage MegaCorps flooding your empire with crime
And that is it... I cannot think of anything else that makes playing a Machine Empire better (considering the drawbacks) over a normal, or even Hive, empire, at this time.
 
Last edited:

gtfrkix

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No Idea where to post bugs so here goes.

Beta Patch 2.4 introduced a bug where conquering a Regular Planet as Gestalt Empire or Gestalt Planet as Regular Empire does not replace the relevant Planetary Building (i.e. Planetary Administration) with its functional equivalent (i.e. Hive Core). I tested this multiple times, without mods and after reinstalling the game and clearing all caches and profile Information found in Documents/Paradoxinteractive.
Doing the exact same Planetary Invasion on 2.2.2 invokes the Replacement, whereas on 2.2.4 it does not.

Thanks for the Great Performance Improvement.
 
Last edited:

jusuff

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No Idea where to post bugs so here goes.

Beta Patch 2.4 introduced a bug where conquering a Regular Planet as Gestalt Empire or Gestalt Planet as Regular Empire does not replace the relevant Planetary Building (i.e. Planetary Administration) with its functional equivalent (i.e. Hive Core). I tested this multiple times, without mods and after reinstalling the game and clearing all caches and profile Information found in Documents/Paradoxinteractive.
Doing the exact same Planetary Invasion on 2.2.2 invokes the Replacement, whereas on 2.2.4 it does not.

Got same issue. There is already bug report in appropriate subforum. For now I manged it by editing save file and replacing Administrative Array to proper hive capital building.
 

coreymas

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I am getting a bug where I continuously keep getting offers from the Caravaneers that I repeatedly decline, but they keep offering me the same thing. It's annoying to have keep responding to these space solicitors. Is there a way to automatically decline their offers?
Put up a sign on your door saying Beware of the Angry Space Amoeba?
 

sunyc

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No Idea where to post bugs so here goes.

Beta Patch 2.4 introduced a bug where conquering a Regular Planet as Gestalt Empire or Gestalt Planet as Regular Empire does not replace the relevant Planetary Building (i.e. Planetary Administration) with its functional equivalent (i.e. Hive Core). I tested this multiple times, without mods and after reinstalling the game and clearing all caches and profile Information found in Documents/Paradoxinteractive.
Doing the exact same Planetary Invasion on 2.2.2 invokes the Replacement, whereas on 2.2.4 it does not.

Thanks for the Great Performance Improvement.


Same happens when invading native planets. I now have their stone palace forever.
 

Longprao

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For anyone can't wait until Monday, just use Glavius mod:

Glavius said:
Galaxy generation should be fixed now
Fixed missing depositis on gaia worlds
Fixed crash (thanks Kotori Asobi)
Fixed the purge bug (Thanks MeowBeep)
Fixed a few errors in my scripted events.
 

mcolder

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For those asking how the AI is doing... hard to say but this is my Contacts tab atm... Difficulty is low though, Captain. Maybe need to bump it up, maybe AI still sucks.


Untitled.jpg
 

danfarnsy

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I feel like the people disagreeing and downvoting complaints about the broken Pop growth system don't quite understand the depth or breadth of the problem.

It's the opposite. The problem is frustrating and significant, but it isn't a bug. It's a poor design. Maybe they can tweak the thing as mods have done (I'm using a mod for it, too), include it in a patch. But the size of the bug fix list in this patch, along with the new bugs that were introduced, make it obvious the team is working their tails off. Asking them to redesign the pop system in the middle of this, or even to take the time to talk about it, means asking them to spend less time on other fixes.

I'd love to see pop growth looked at. I've respectfully disagreed and downvoted when, instead of people simply describing the problem, they've said, "the devs are ignoring this! they must not care!" Of course they care. But they're running triage in a bug-fix hospital right now.