[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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BarnCape

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so when you wipe out an awakened FA that got subjects, they supposed to become independent or its a bug? i remember from 2.1 the subjects of defeated awakened FA were transferred over as my vassals, but I may be misremembering
 

roman566

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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.

No treaties with xenos.
I had charismatic pops, but for over a hundred years xenophiles didn't spawn.
They have spawned literally days after loading the game with the new patch. With ONE pop. I don't think factions spawned with less than five pops.
 

Arkenean

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Is anyone else having issues in 2.2.4 beta with the initial connection to the host in Multiplayer? I've had players routinely be unable to connect to me, which was then resolved by each of them hosting a game, me joining, then me rehosting. Somehow, this allowed each player that was previously unable to connect to me to connect with no further issues. 2.2.3 runs perfectly fine with an instant connection each time. Is this an issue with my network or 2.2.4 or both?
 

WealthyAardvark

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@roman566 Factions always spawn with just one pop in the first few ticks, but then expand out to five or more pops in the next few of days. As I understand it the faction itself won't spawn until there's at least five pops in your civilization of that ethos. Also In my experience once your initial factions have spawned the spawning of any other factions cannot be easily avoided by savescumming and always hits on the same date, because it's tied to pops switching ethos which can take place weeks or months before the faction spawns. Do you still have a save from before that you can check for existing Xenophile pops on your planets? As it stands, this sounds to me like an unfortunate coincidence of timing and not a bug.
 

roman566

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@roman566 Factions always spawn with just one pop in the first few ticks, but then expand out to five or more pops in the next few of days. As I understand it the faction itself won't spawn until there's at least five pops in your civilization of that ethos. Also In my experience once your initial factions have spawned the spawning of any other factions cannot be easily avoided by savescumming and always hits on the same date, because it's tied to pops switching ethos which can take place weeks or months before the faction spawns. Do you still have a save from before that you can check for existing Xenophile pops on your planets? As it stands, this sounds to me like an unfortunate coincidence of timing and not a bug.

It expanded to three pops after two days.
And I did save scum. In the second attempt, it happened two months later.
If what you said about spawning with one pop was true I would have pacifist faction as it has one or two pops from events.

What annoys me the most is that all ways to combat this simply do not work. The way the faction attraction works is that it will never become 0 so there is no way to destroy a faction. Suppress button is utterly useless, government ethic attraction is not worth it, Hearts and Minds is just waste of Unity and One Vision isn't worth the HDD space it takes in game files.

I cannot even move those pops to some remote planet to later blow up as pop ethics do not show in resettlement screen.
 

DerMoe

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Is anyone else having issues in 2.2.4 beta with the initial connection to the host in Multiplayer? I've had players routinely be unable to connect to me, which was then resolved by each of them hosting a game, me joining, then me rehosting. Somehow, this allowed each player that was previously unable to connect to me to connect with no further issues. 2.2.3 runs perfectly fine with an instant connection each time. Is this an issue with my network or 2.2.4 or both?

Yes, I have this problem, too. A message tells you something about firewall restrictions. Restarting the game always helped and joining was possible on the second try. I have this problem since 2.2.

Cheers,
Moe
 

Spaceception

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

View attachment 443972

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)
Nah, they'd just really, really dislike that.

But seriously, I wonder how that happened.

And I like that single +20.
 

AlanC9

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Looks like we have a new bug. I accidentally moved a fleet into the Unbidden's Dimensional Portal, and blew it up even though there were a bunch of Dimensional Anchors still active. Anyone else see this?
 

DerMoe

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Recently played with a friend: He go an awesome output of the worm event (the future).

upload_2019-1-22_21-52-45.png
upload_2019-1-22_21-53-59.png
 

Zsar1

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Significantly lowered the priority of drone maintenance jobs as they were always chosen before other simple jobs
@Jamor , @Moah : A quick handsoff game (today with 77d7) now shows Machine Empires filling these jobs last; they will build new job producers before they let Maintenance Drone jobs fill sufficiently for positive Amenities.
(see homeworlds of Iribot Fabricators and Cydran Eradicators in attached save; both suffer from Stability penalties due to negative Amenities)

Priority of Maintenance Drone jobs *must* be calculated as a function of Amenities lest the AI will always have either too few or too many drones filling them.

... Miscellaneous other observations:
  • pure Machine Empire (no special civics, no bio pops, no agrarian districts) may build Food Processing Facilities
    (see Iribot homeworld in attached save)
  • AIs never analyse debris
  • Determined Exterminator may build Starbase Module Trade Hub (how!?)
    (see Cuuturn A starbase of Cydran Eradicators in attached save)
    • So apparently they can ignore non-tech restrictions that the player cannot?
 

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PostWomanism

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Playing on 2.2.4 before the mini-hotfix, after ending a war I had the AI go on a sightseeing tour of my empire. The two empires I was at war with sent the entirety of their fleets (massive train of reinforcements in tow) on a ~15 year journey to my capital system (selecting them showed "Moving to Buzbuznol"). Another AI declared war on them immediately after our peace treaty and stomped through entirely unopposed because, even as their empires were almost entirely overrun, they refused to turn a single ship around before reaching my capital.

Also should mention I won the war because the AI kept throwing their ~1k fleets at a ~3k station one by one when they easily could have overwhelmed me.