[Dev Team] 2.2.4 patch released, and 2.2.5 beta available [checksums 0019 & aab4]

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Soranya

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...

###################
# AI
###################

...

* AI empires will generally not build more than 2 buildings of the same type per planet

...

This does sound rather odd - I frequently build multiple Buildings of the same type in mid and late game to facilitate planet specialization.
Why is the AI disencouraged to not do this accross the board?
 

AlanC9

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Looks like Irass system doesn't give the science orbital deposits it used to. I only found 6 minerals on Irass itself, and 5 alloys and 5 gas elsewhere in the system. Looks like this got worse, not better.

Edit: Someone disagreed? What, you need a screenshot? Or does that mean it's supposed to do this?
 
Last edited:

Narvius

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Building the slave processing facility had it keep unbuilding itself every time I finished it in a MP game I was playing with a friend.
I'm not running any mods, just vanilla 2.2.5.
 

PhroX

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Couple of thoughts from a few hours play last night:
  • There still seems to be a lot more minerals in space than pre-2.2, although not as much as under the last patch. Not that I think this is a bad thing, it's nice for there to be more valuable planetless systems.
  • The AI seems to really like Precinct Houses even if there's no criminal megacorps around.
  • Rogue Servitors have unemployment at the start of the game - is this intentional? Another district or building (as they have several slots for the later open) might make sense.
  • The low stability warning pops up while a planet is being colonised (while playing rogue servitors at least). Doesn't seem to be a actual problem with stability, as it goes away when the colonisation is done, just a bit annoying.
  • Early game AI ship designs still seem to really like point defense. As such, in an even fight, my corvettes with three actual weapons always win.
 
Last edited:

Darkrenown

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Sad that there still is no simple fix for Authoritarian faction wanting robots to have citizenship_ai_servitude rather than citizenship_robot_servitude
I think the devs keep glossing over this because they thought they fixed it (but didn't actually fix it). There were some patch notes on it way back last year.

It's a good thing it's easily fixable, but I'm getting tired of always having to do it every patch. All authoritarian empires in every game get shafted otherwise.

Can the devs just take our word for it and copy-paste this in the darn build already? It's not like proper QA was done when they "fixed" this the first time.

What do you mean? It does check for citizenship_robot_servitude and while I don't know when that specific line changed, I can see the file hasn't been modified since Jan 9th.

Code:
demand = {
        title = "TOTALITARIAN_STRATIFICATION"
        unfulfilled_title = "TOTALITARIAN_NO_STRATIFICATION"
        desc = "TOTALITARIAN_STRATIFICATION_DESC"

        fulfilled_effect = 10
        unfulfilled_effect = -20

        potential = {
            exists = owner
        }

        trigger = {
            owner = {
                OR = {
                    NOT = {
                        any_owned_pop = {
                            NOR = {
                                has_living_standard = { type = living_standard_stratified }
                                has_living_standard = { type = living_standard_academic_privilege }
                            }
                        }              
                    }
                    any_owned_pop = {
                        OR = {
                            has_citizenship_type = { type = citizenship_slavery }
                            has_citizenship_type = { type = citizenship_purge }
                            has_citizenship_type = { type = citizenship_robot_servitude }
                        }
                    }
                }
            }
        }
    }
 

ImbaXenoSnipar

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As far as the stuttering bug goes, it is still not fixed in 2.2.5 beta. I am not seeing any improvement over 2.2.4. It can still be observed on day 1 on default settings, no mods, etc. when moving the camera around on fastest speed.

Are there any plans on addressing this?
 

lordvagrant

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What do you mean? It does check for citizenship_robot_servitude and while I don't know when that specific line changed, I can see the file hasn't been modified since Jan 9th.

Code:
demand = {
        title = "TOTALITARIAN_STRATIFICATION"
        unfulfilled_title = "TOTALITARIAN_NO_STRATIFICATION"
        desc = "TOTALITARIAN_STRATIFICATION_DESC"

        fulfilled_effect = 10
        unfulfilled_effect = -20

        potential = {
            exists = owner
        }

        trigger = {
            owner = {
                OR = {
                    NOT = {
                        any_owned_pop = {
                            NOR = {
                                has_living_standard = { type = living_standard_stratified }
                                has_living_standard = { type = living_standard_academic_privilege }
                            }
                        }            
                    }
                    any_owned_pop = {
                        OR = {
                            has_citizenship_type = { type = citizenship_slavery }
                            has_citizenship_type = { type = citizenship_purge }
                            has_citizenship_type = { type = citizenship_robot_servitude }
                        }
                    }
                }
            }
        }
    }
Up until yesterday that last line was citizenship_ai_servitude.
Someone must have fixed it in 2.2.4 and not made a note about it.
Or maybe in previous versions Steam wasn't actually updating the file.
All good now!
 

permeakra

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As far as the stuttering bug goes, it is still not fixed in 2.2.5 beta. I am not seeing any improvement over 2.2.4. It can still be observed on day 1 on default settings, no mods, etc. when moving the camera around on fastest speed.

I know there is a stutter once you unpause the game on day 1 when all AIs had to decide on their first action simulationeously and there were periodic stuttering on month ends, when the game runs a bunch of accounting. I doubt they can be completely eliminated.

But are those stuts critical? maybe there are more immediate concerns, like still sucky AI?
 

ImbaXenoSnipar

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I know there is a stutter once you unpause the game on day 1 when all AIs had to decide on their first action simulationeously and there were periodic stuttering on month ends, when the game runs a bunch of accounting. I doubt they can be completely eliminated.

But are those stuts critical? maybe there are more immediate concerns, like still sucky AI?

The stuttering is consistent and lasts throughout the whole game, it is not confined to the beginning of the game. It also happens on every day tick, not on the monthly tick.

For me, this is one of the biggest problems with the game now, so I would say it is critical. It makes moving the camera on fastest speed very choppy and laggy, so this is clearly a serious problem.
 

Khunter

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Dunno if this is a new bug or not.

Started as a Syncretic Evolution empire with authoritarian, pacifist and materialist ethics. The secondary species was purely for a slave workforce.

Tried out the Synth ascension route later and both species were evolved into one single synthetic race. To make matters worse, the game started spamming basic robots instead of my (now single) primary race and I couldn't override building priority to force the game to grow my chosen pops.

So that's how I wasted 6 hours tonight. :(

Edit: So I decided to play a bit longer to see what else was messed up. The game now generates species templates for my primary species now automatically. Basic "robots" with no modifiers, which the game decided was a priority to build over anything else. I still can't force build my primary pop.
 
Last edited:

KingAlamar

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I assume this was a 2.2.4 [beta] to 2.2.5 [beta] issue however I noticed that techs I researched from Awakened Empires were removed AND could not be further researched via debris. Also progress for other techs [Devestator Torpedos] didn't give any points even thought I was told [+10% research] after scanning debris.

I'll start a new game after I finish mopping up the Contingency. I'll "bug report" any odd findings.
 

Battle00333

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* Maintenance drone job priority now considers amenity level of the planet
* Simple drones now ponder the empire level food/mineral/energy income when choosing a job

Simple Drones still lunge for synapse jobs, even if it puts food & energy into deficit.

And although im not sure if simple drones are supposed to; i think they should shuffle between jobs, if you have open jobs of a resource you're currently in a deficit of.
So f.ex Nutritional plentitude -> shortage in food, -> build agriculture district -> opens more agri-jobs -> simple drones move from jobs to agri-drones, to prevent the deficit