[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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BlackholePD

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Odd patch note phrasing. But cool!

Returning removed orbital deposits to uninhabitable Precursor homeworlds

What does this refer to? Was thinking it was something to do with the 7 minerals thing, but I don't know where precursor homeworlds come into that.
 

Nimic

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Very nice. I was waiting for this hotfix to enjoy the performance boost. Now I'm just looking for the Robot-assembly fix and I'll be happy, but I'll just avoid playing robot heavy until then.
 

Kruzenstern

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* Colonizable planets will no longer be clear-cut and paved…

Did that also fix the abundance of +7 Mineral resources on every planet and their dog? I was under the impression that the two were related...
 

Juboboman

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* Colonizable planets will no longer be clear-cut and paved…

Did that also fix the abundance of +7 Mineral resources on every planet and their dog? I was under the impression that the two were related...

That's intended, at least the 2.2.4 initial patch notes make it appear to be. There was a line about forcing high quality mineral/energy deposits to spawn on planets with those modifiers.

Personally I love it. Taking systems actually matters again.
 

grandad1982

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Any chance the fix coming today ?
Hi everyone,

We have released a micro patch to the beta version in order to fix the most glaring issues from 2.2.4. The new checksum is 77d7, and you can find the changelist below:

###################
# Bugfixes
###################

* Restored capital conversion when taking ownerships of planets
* Returning removed orbital deposits to uninhabitable Precursor homeworlds
* Fixed broken string in tooltip for event option you absolutely should not click, you have been warned
* Colonizable planets will no longer be clear-cut and paved…
* Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises
* Crises purge to the end now, and don't keep a spare pop just in case they have the munchies.
* Fallen Empire and Awakened Empire pops get purged like everyone else
* Fixed Prethoryn purges not preventing pop growth on occupied planets

###################
# Modding
###################

* Added a destroy_trigger to building types
 

Robula

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* Restored capital conversion when taking ownerships of planets

Fantastic! I noticed that capital buildings were incorrect when conquering between normal and gestalt empires. I'm hoping that existing saves will be affected as I happened to conquer a lot of gestalt owned planets as a regular empire. :)

Thanks PDX!

So the Strikecraft fix didn't make it into the hotfix?
Obviously not. I can't see it being a priority yet as you don't have to use them. Personally I'd rather see something done with Defence Platforms as I can rarely afford to buy them.
 

Rampart

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Fantastic! I noticed that capital buildings were incorrect when conquering between normal and gestalt empires. I'm hoping that existing saves will be affected as I happened to conquer a lot of gestalt owned planets as a regular empire. :)

Thanks PDX!


Obviously not. I can't see it being a priority yet as you don't have to use them. Personally I'd rather see something done with Defence Platforms as I can rarely afford to buy them.

It doesn't appear to affect existing saves, as I had conquered 3 hive-mind worlds as a Machine RS and they're still hive capital buildings. Trying to see if there's a console command or effect script that would do the trick.
 

Uncle_Joe

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Fantastic! I noticed that capital buildings were incorrect when conquering between normal and gestalt empires. I'm hoping that existing saves will be affected as I happened to conquer a lot of gestalt owned planets as a regular empire. :)

Thanks PDX!


Obviously not. I can't see it being a priority yet as you don't have to use them. Personally I'd rather see something done with Defence Platforms as I can rarely afford to buy them.

I asked because it was mentioned earlier in the thread that they had identified the bug for fixing. And sometimes patch notes are not always complete.

I'd also like to see something done to improve platforms but that would likely fall under a 'balance change' not so much a 'bug fix'.
 

Karaya 1

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So i was wondering, is it WAD/WAI that hive minds cant change the "Planetary administration" of conquered planets to a Hive nexus and therefore cant build research buildings and have weird jobs they dont need there ?
 

hadaev

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Confirmed.
Could you explain about districts.
If I add my districts in the file with !! in the name then it take precedence over vanilla and show in planet interface.
Will something bad happen with it? Like can ai interact with district not shown in interface?
As a bonus, I would like to request the best api for adding new districts, for example, through weights, so planet will have 4 districts with higher weights.


Hm, now weights seems not best idea.
Basically, I would like to be able to replace districts by others.
For example, for my special planet, I would like an city, energy and mineral districts, and food one replace with my special type.
Not sure how best to implement it.
 
Last edited:

roman566

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I am playing as xenophobe slaver empire. Exactly one month after loading post patch game the xenophile faction has spawned. With ONE pop. Now 11% of my entire population wishes to become xenophiles. Just because.
 

Koopatin

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can someone confirm if indoctrination still works? i indoctinated 3 worlds for 20 or 30´years and not even once had a pop change ethics. (test branche)
 

SuiciSpai

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This probably was happening before the beta, but looks like we have an overflow on some diplomatics calculations:

upload_2019-1-22_19-15-15.png


Yea, a new revolt state don't like to have a master with a couple of millions of fleet power. (I'm just waiting for the end game crisis.. I mean to stomp it hard)
 

Hyomoto

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@roman566 - Look in your faction screen, you can look at the pull for Xenophile. At least you can see the causes. As a general rule, Xenophobia is a very delicate ethic: any exposure to other races can upset it. But, that's really no different from any ethic, in order to keep it "pure" you have to quite literally pursue it fanatically. In many ways it's probably easier to play a Xenophile slaver since they are happy to see new faces heading into the mines. Without isolationism, it's pretty hard to keep people from xeno attraction.