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

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Todie

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Do you have any mods? Especially the kind that "could not possibly" affect this?


Even if it costs no CPU resources to build (wich is not true), it still costs Minerals to build and Energy to upkeep.
In the long run - and if you consider the compounding effects of not building something when you need it - this will hinder the AI progress.


It is supposed to split off a new Empire. But not a vassal Empire.


Especially if you think no mod should affect that, it is a mods.
[...]


You mean these?
Code:
BUILDING_DEMOLISH_THRESHOLD = -1    # At AI weight less than or equal to this, demolish building or district
BUILDING_BUILD_THRESHOLD = 1        # Ait AI weight greater than or equal to this, the AI will consider building it.
Was not aware of them.
But yes, the basic Precinct weight is 1. Wich is >= 1.
Propably would move it to 10 or 100. Gives you way more room to finetune stuff.
Yes, i mentioned these in more detail in my first post herr on patch day.

As for room for fine tuning, im pretty sure decimals work in weights... but yeah a lot of buildings have base weight = 1, witch is maybe ill adviced, as compared to having them >1 and be factored higher by circumstances.
 

TechSY730

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There is some shuffling around with normal biological pops too. However, it does gets slowed down by the time to demote strata, and the oscillation isn't as bad (mostly a one time thing upon a game load from 2.2.4), but you do get continuous spurious unemployment over time though.
 
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The Founder

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It's only arguably fine if you want a weak argument. Performance aside (and It shouldn't be pushed aside), the only way the game can provide decent opposition is multi-player. The AI in 2.2.4 and 2.2.5 is so poor I'm pretty sure my cat providing random input would run an empire better,.
Your cat might build a Bio-Reactor in a Biologial Empire with Random Input. Not even the game AI is that bad.
 

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I just started playing the 2.2.5 beta as a determined exterminator machine empire and noticed that every day the AI is switching assignments of menial drones between maintenance, mining, and tech-drones. I can't control the assignments and it doesn't seem to make sense to switch every day. Wouldn't it be less process-intensive to determine and switch roles at the end of a month?
 

AlanC9

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Yes it does. 'Literally' was applied to 'months', not 'broken'. Whatever standard you have for using 'broken', 2.2 came out plural months ago, so the use of 'literally months' is fine here.

Heh. Caught me. I transposed them, probably because the misuse of literally is the worst thing about contemporary vernacular usage.

(Not literally -- the actual worst thing is "one of the only.)
 

jacobross820

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To start with, This is my favorite iteration of Stellaris so far. Keep up the good work!

I'm having an "invincible" fleet bug. It doesn't matter if it only has 2 ships or 100, the fleet will engage my fleets and it will fight them, dealing damage. However, my fleets don't fight back. They just sit there as if they are not engaged. No Blue/Red bar on the top or anything. But if I click on their fleet, it will show that bar. It's odd.

The only way I can kill them is by using the console command "damage" with their fleet selected.
 

TibOdou

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The stuttering is still there. Even with no mods, and on day 1. If you turn the speed to fastest it makes camera movement really choppy, and it lasts through the entire game.

This is NOT the same thing as late-game slowdown, as the time/day is unaffected. This is an issue that solely affects the camera's motion.

There is no way this is my hardware as I've got a really good pc and many other people in this thread have pointed this out as well.

It honestly makes the experience (which is otherwise AMAZING, it's my favourite patch so far!) really frustrating and unenjoyable. Please, please make this a priority. This was never even an issue before 2.2. I realize it's probably not easy, but this is in my opinion the biggest issue with the game right now.

Cheers, otherwise. I'm loving 2.2, and the hotfixes are tackling all the right things. You guys rock! :p


Totally agree, I would not have said better!
I have exactly the same problem, with a really good pc too.
 

Cethanis

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I noticed that as a mashine empire/exterminator i somehow have more techdrone jobs the i should have. In this exampli have on my Capital World 6 Generator Districts and 6 Mining Districts + a upgraded Energy nexus and Mineral Purification Plant. For the Mining Jobs the math works out i have 14 Mining Drone Jobs, but for Techdrones i have 24 inatead of 14 Jobs. I really tried to find out where the 10 jobs come from but so far i have no idea. What did i overlook?
 

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I don't know if this has been mentioned (I didn't see it), but the Energy Grids/Mineral Hubs don't seem to actually increase how many districts are allowed like the patch notes say they do.

Side note: Why isn't this also a bonus for the Food Processing plants for farming districts? Is it because you can already build Hydroponic Farms?
 

The Founder

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I'm pretty sure the game won't allow that particular configuration -- bio-reactors are gated. My cat is more likely to build nothing than 3 copies of a mostly useless building though.
Then just turn the AI off. Also no chance for them to build something wrong :)

There is plenty of room downward. And your cat giving random commands will not make it one iota better :)

To start with, This is my favorite iteration of Stellaris so far. Keep up the good work!

I'm having an "invincible" fleet bug. It doesn't matter if it only has 2 ships or 100, the fleet will engage my fleets and it will fight them, dealing damage. However, my fleets don't fight back. They just sit there as if they are not engaged. No Blue/Red bar on the top or anything. But if I click on their fleet, it will show that bar. It's odd.

The only way I can kill them is by using the console command "damage" with their fleet selected.
Reloading the game helps too.

In this exampli have on my Capital World 6 Generator Districts and 6 Mining Districts + a upgraded Energy nexus and Mineral Purification Plant. For the Mining Jobs the math works out i have 14 Mining Drone Jobs, but for Techdrones i have 24 inatead of 14 Jobs. I really tried to find out where the 10 jobs come from but so far i have no idea. What did i overlook?
+1 Techdrone per Hive District is the source.
 

Taritu

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I would suggest that practically everyone who had a mod running that messed up their bug detection, and that it was all the same mod: Glavius's AI, is something Devs should examine very very closely.

Edit: just went to the mods screen on Steam: Glavius is now the #1 mod. That's because, effectively, it's necessary. No mod should be, effectively, necessary.
 
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The Founder

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* Pop growth: Reduced Random factor in pop growth, habitability has more of penalty on growth selection, lessened bias towards new species, and traits have a larger effect on Robot selection
At least teh part on Robot Selection no longer seems to apply if any Template has even 1 Trait point less spent.

I had plenty of Science, Mining and Farming jobs left, but the Generic Bots with 0 Traitpoints were prefered over all thre special types with 1 unspent.
 

The Founder

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* Energy grids/nexus' are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires
* Mineral purification plants/hubs are more expensive, but give an additional 5% bonus and add 2/4 Max Mining Districts to their planet. This also applies to Synth empires
The price and effect increase only applies to Robot Empires, but the Patchnotes do not say so.
 

The Founder

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@Jamor is it technically possible to add rudimentary dynamic building/district effects and cost? Specifically so that cost and effect of a building could depend on districts available (both type and numbers) and vice versa?
I can now give you an answer on the Price side. You will find sections like these on the Energy and Mineral Hub T1:
Code:
resources = {
    category = planet_buildings
    cost = {
        minerals = 200
    }
    cost = {
        trigger = {
            owner = {
                is_robot_empire = yes
            }
        }
        minerals = 100
        alloys = 100
    }
    upkeep = {
        energy = 1
    }
}
And yes, they work!
 

Methone

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Oct 27, 2018
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would seem that way but its not the case. i assure you. every planet in my game looks like this across all but 3 empires. something happens that causes the ai to start starving themselves. or something worse.
What you're saying makes no sense. The ONLY way the planets can all look like that is if they at one point have enough pops for all those buildings, then they build them, but then something happens to destroy all those pops and make those buildings ruined. Starvation doesn't even kill pops. It has to be orbital bombardment, because the only other thing that can be it is they're resettling an enormous amount of pops to some other planet. In which case you'd have one super-developed planet.