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

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Badesumofu

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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.)

Yeah, totally agree with you. I can't stand the widespread abuse of the word 'literal'. I also dislike the use of 'draconian' to mean simply 'harsh' but sadly it might be too late for that word.
 

AlanC9

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Hey, is the Terraforming Gases edict permanent? Looks like the speed bonus sticks around after it wears off.
 

Todie

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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.

Were we not talking avout 2.2.4?


The price and effect increase only applies to Robot Empires, but the Patchnotes do not say so.

I think this was inferred pretty clearly in the notes.
 

PhroX

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Been playing 2.2.5 a bit more now, and while I haven't done any actual tests, it feels like it's running a fair bit slower than 2.2.4. I'm not getting any of the dreaded stuttering, but the speed at which days pass, even right from the word go, seems worse.
 

Iosue Yu

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Folks,

I have found out that if we put a wall to every building that it requires having less than 2 free jobs to trigger CPU wanting to build them, the CPU will actually stop overbuilding their planets.

Their solution was to require unemployed pops first, and therefore we have got them building 3 Precinct Houses all the time. This has to be fixed.
 

ViolentBeetle

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Yeah, totally agree with you. I can't stand the widespread abuse of the word 'literal'. I also dislike the use of 'draconian' to mean simply 'harsh' but sadly it might be too late for that word.
It's called "hyperbole". As in "not literally literally, but as close as possible to be literally literally". I'm surprised people think it means "figuratively" when it clearly means "extremely" or "almost" depending on context.
 

Iosue Yu

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Slightly off topic, but why is all of a sudden everyone calling the AI CPU? We all know it's not a true AI through and through, but CPU hits it even less IMO.
Unless you mean the CPU calculates most of the AI's actions. Then perhaps.
https://en.wiktionary.org/wiki/CPU
Second entry
Noun
CPU (plural CPUs)

(video games) Any character or entity controlled by the game software.
Synonym: NPC

I still remember when I was a small kid, all video games used CPU. So it's almost always P1 (Player 1), CPU1, CPU2, CPU3 and so on.
 

The Founder

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I think this was inferred pretty clearly in the notes.
I could not infer it, until someone mentioned this discrepancy.

https://en.wiktionary.org/wiki/CPU
Second entry
Noun
CPU (plural CPUs)

(video games) Any character or entity controlled by the game software.
Synonym: NPC

I still remember when I was a small kid, all video games used CPU. So it's almost always P1 (Player 1), CPU1, CPU2, CPU3 and so on.
I do remember those times as well. But now we got a set of way better terms for these mechanics.

Especially as we are also talking about the CPU load that various strategies would have, the term becomes realy confusing.
 

Moah

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Wasn't I playing without serious endgame lag in 2.2.4 already? Just loaded a 2.2.4 2460 save in 2.2.5 and its back. Good job.

Wait, but stable 2.2.4 should have better performance, right?
If you have saves where performance is bad, please open an entry in the bug subforum and provide your saves, we'll look at them.

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.
If you have a save where this happens, please also put it in the bug subforum. We've been looking for this bug for a long time, but we can't reproduce it from a save (saving/reloading fixes it). We really want to find a reliable repro to fix it, so any help is appreciated.
 

permeakra

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And yes, they work!
... And it isn't what I want.

I want something like this
for buildings
Code:
building_energy_grid  = {
   base_buildtime = 240   
   category = planet_buildings  
   per_district {
       district_is = generator_distric
       resources = {
            cost = {
            minerals = 100
            energy = 100
            }
            upkeep = {
                energy = 0.1
                minerals = 0.1
           }
   add_job_administrator = 0.2
   }
}
for districts
Code:
district_generator_district  = {
   base_buildtime = 240   
   category = rural_district
   basic_max_jobs = 3
   per_building {
       building_is = energy_grid
       resources = {
            cost = {
            minerals = 100
            energy = 100
            }
            upkeep = {
                energy = 1.0
                minerals = 0.5
           }
       add_job_technician = 1
   }
}
 

Iosue Yu

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If you have saves where performance is bad, please open an entry in the bug subforum and provide your saves, we'll look at them.


If you have a save where this happens, please also put it in the bug subforum. We've been looking for this bug for a long time, but we can't reproduce it from a save (saving/reloading fixes it). We really want to find a reliable repro to fix it, so any help is appreciated.
Gentleman, I would like to bring to your attention that CPU building 3 Precinct Houses in succession for every single planet is way more severe than at first glimpse. Some players aren't even aware of it.

As for the invincible bug, I have observed that it always happens at a certain combination of fleets exiting Hyperlanes. Perhaps you already know this but I just give you this information just in case.

Thank you.
 
Last edited:

The Founder

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... And it isn't what I want.

I want something like this
for buildings
Code:
building_energy_grid  = {
   base_buildtime = 240
   category = planet_buildings
   per_district {
       district_is = generator_distric
       resources = {
            cost = {
            minerals = 100
            energy = 100
            }
            upkeep = {
                energy = 0.1
                minerals = 0.1
           }
   add_job_administrator = 0.2
   }
}
for districts
Code:
district_generator_district  = {
   base_buildtime = 240
   category = rural_district
   basic_max_jobs = 3
   per_building {
       building_is = energy_grid
       resources = {
            cost = {
            minerals = 100
            energy = 100
            }
            upkeep = {
                energy = 1.0
                minerals = 0.5
           }
       add_job_technician = 1
   }
}
Simply put you want Mutiplication in the Scripts. If the scripts could do Multiplication (at all), I doubt the formula for the Colony Types would look like this:
Code:
col_city = {
    icon = 1

    potential = {
        exists = owner
        owner = { is_regular_empire = yes }
    }
  
    planet_modifier = {
        planet_jobs_specialist_produces_mult = 0.025
    }

    weight_modifier = {
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 0 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 1 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 2 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 3 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 4 }     
        }
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 5 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 6 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 7 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 8 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 9 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 10 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 11 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 12 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 13 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 14 }     
        }
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 15 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 16 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 17 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 18 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_city value > 19 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 1 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 2 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 3 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 4 }     
        }
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 5 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 6 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 7 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 8 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 9 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 10 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 11 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 12 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 13 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 14 }     
        }
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 15 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 16 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 17 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 18 }     
        } 
        modifier = {
            add = 0.75
            num_districts = { type = district_arcology_housing value > 19 }     
        }         
    } 
}
Yes, that is "+0.75 per District up to 20 Districs" done the hard way.

As you can see, you can easily make a list of consecutive checks. But Multiplicaiton is something the Clausewitz engine seem currently incapable of doing.
If it can only be done (reliably) via Multiplicaiton, it is done in non-modable code 100% of the time.

That is why Piracy Risk (all itterations), FE Decadence and the like are not done via Scripts.
 

permeakra

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Simply put you want Mutiplication in the Scripts.
Only in a very limited scope. What I want can be done by keeping all interactions additive with only "multiplicative" part being trigger bodies running more than once. Optimizing it to be truly multiplicative can wait and, since everything is tied to buildings and districts only, isn't critical, since their numbers change rarely.

TBH, I have more concerns with all these interacting with building queue.

I'm perfectly aware, that at the moment Stellaris engine does not support such things.
 

KingAlamar

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Nov 5, 2016
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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?

Or more specifically they could look at job assignments at certain events that impact jobs like:
  • New building just built
  • Change to existing job priority
  • New citizen grown / built / resettled to planet
Even then you could just have a flag to check that one time at the end of the month so the events don't trigger a re-evaluation They just set the flag for the system to recalc jobs at "end of month".
 

Snoipah

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Too lazy to start up a new game and play to year 2500, does anyone know if the AI still improves their economy and navy after 2400ish?

I play on Grand Admiral and by 2450 I am superior to everyone. Pre-2.2 I would still be inferior to some even 2600 years in on Admiral.
 

The Founder

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What I want can be done by keeping all interactions additive with only "multiplicative" part being trigger bodies running more than once.
Addition in a loop or recursion is a time honored (and slightly ineffecitve) way of implementing Multiplication. I mean it is literally the explanation (and 2nd Sentence) of Multiplication from the Wikipedia Definiton:
"The multiplication of whole numbers may be thought as a repeated addition; that is, the multiplication of two numbers is equivalent to adding as many copies of one of them, the multiplicand, as the value of the other one, the multiplier. The multiplier can be written first and multiplicand second (though the custom can vary by culture[1]); both can be called factors."
https://en.wikipedia.org/wiki/Multiplication

You want Multiplication. Just say what it is. No reason to hide it.
I want it too. I bet you real money the Devs want it more then either of us. But it just will not come anytime soon. So it is best to learn to live without it use the model used in Colony Type weighting.
 

djmatipl

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Feb 15, 2018
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Again, job assigned problem. Play ME, got 4 type of robot energy, mining, amenity and science but stiupid AI automatic switch my Amenity robo to manufactured job and my manufactured robo give to amenity but they got traid -20% amenity. In 2.2.4 assigned work but in 2.2.5... heh. Now game put robot with -20% amenity to amenity work but robot with amenity bonus give other work...
 

The Grumpy Buddha

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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.

This has happened to me twice since 2.2.3. Save/reload has always taken care of it, fwiw.