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

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HighKings_Ruin

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Just change the spawning rules of their Systems:
Code:
# Abandoned Gateways
abandoned_gateways_01 = {
    class = "rl_standard_stars"

    flags = { abandoned_gateway }

    usage = misc_system_init
    usage_odds = {
        base = 100
        modifier = {
            factor = 0                                        # we don't want gateways too close to each other
            closest_system = {
                has_megastructure = gateway_ruined
                distance = {
                    source = prev
                    max_distance <= 200
                }
            }
        }
        modifier = {
            factor = 0                                        # we don't want gateways too close to each other
            any_neighbor_system = {
                has_megastructure = gateway_ruined
            }
        }
    }

    max_instances = 15
    scaled_spawn_chance = 5
    scaled_spawn_settings = num_gateways                    # scales both the spawn_chance and the max_instances based on the settings value

    planet = {
        count = 1
        class = star
        orbit_distance = 0
        orbit_angle = 1
        size = { min = 20 max = 30 }
        has_ring = no
    }
   
    change_orbit = 45
   
    planet = {
        count = { min = 2 max = 10 }
        orbit_distance = 20
        orbit_angle = { min = 90 max = 270 }
       
        change_orbit = @base_moon_distance
       
        moon = {
            count = { min = 0 max = 1 }
            orbit_angle = { min = 90 max = 270 }
            orbit_distance = 5
        }
    }

    init_effect = {
        spawn_megastructure = {
            type = "gateway_ruined"
            random_pos = yes
            orbit_angle = 360        # range of the randomization
        }
    }
}
Leviathan Systems lock out against Empire Cluster, FE Cluster and even being in a Chockepoint System.

Of coruse the order in wich Systems are spawned does mater a bit.
I have no clue how to mod this game or how to use the code, or even what file it belongs too.

Sorry.
 

Iosue Yu

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Not really, unless it really needs it.

Foundry T1:
Code:
ai_weight = {
    weight = 1
    modifier =
    {
        factor = 6
        owner = {
            has_monthly_income = {
                resource = alloys
                value < 15
            }
        }
    }
    modifier = {
        factor = 0
        OR = {
            AND = {
                is_capital  = no
                OR = {
                    num_buildings = { type = building_foundry_1 value >= 2 }
                    num_buildings = { type = building_foundry_2 value >= 1 }
                    num_buildings = { type = building_foundry_3 value >= 1 }
                }
            }
            AND = {
                is_capital  = yes
                OR = {
                    num_buildings = { type = building_foundry_1 value >= 3 }
                    num_buildings = { type = building_foundry_2 value >= 1 }
                    num_buildings = { type = building_foundry_3 value >= 1 }
                }
            }
        }
    }
    modifier = {
        factor = 0
        count_owned_pops = {
            limit = {
                OR = {
                    is_unemployed = yes
                    has_job = servant
                }
            }
            count < 1
        }
    }
}
Base weight is 1
x6 if the AI got less then 15 Alloy income
x0 if no unemployed pops

Mining district:
Code:
ai_weight = {
    weight = 1
    modifier =
    {
        factor = 3
        owner = {
            has_monthly_income = {
                resource = minerals
                value < 0
            }
        }
    }

    modifier = {
        factor = 2
        free_housing < 0
    }

    modifier = {
        factor = 3
        any_owned_pop = {
            OR = {
                is_unemployed = yes
                has_job = servant
            }
        }
    }

    # No one to work it anyway
    modifier = {
        factor = 0
        free_housing > 0
        NOT = {
            any_owned_pop = {
                OR = {
                    is_unemployed = yes
                    has_job = servant
                }
            }
        }
    }
}
Base weight 1
x3 if under 0 Mineral income
x2 if out of housing (however consider dedicate housing stuff having way higher weights here)
x3 if any unemplyoed
x0 if no unemplyoed and not negative housing.

The x3 if any unemplyoed is somewhat wierd. But I asume that is because it is also a housing provider. If you consider it for housing, you want to prefer it if you also have unemployed pops. I would need to look at the other housing providers to see the full effect.

If you got unemployment:
Foundry is 1 base
Mining District is 3

If you got unemployment and alloy issues:
Foundry is 6
Mining district is 3.

If you got unemplyoment and mineral issues:
Foundry is 1
Mining district is 9


You think that if you do not build the sanctuaries preemtively, you run out of slots to build them. But Biotrophies do count for unlocking slots. And as 1 sanctuary supports 10 Biotrophies (20 with the Upgrade), that means you unlock 2-4 slots for every fully occupied Sanctuary.

Sanctuaries are also very effective Job Providers. 1 Building supports 10 Tropies and some Maintenance drones.

Rogue Servitors thus always way ahead of unlocking building slots. The only time they might starve for it, is if they have already unlocke all buildings slots. But at the point, it is a mater of repalcing building (or stopping growth) anyway.
Just try. They will really build Districts instead of the buildings.

Besides, Unemployed Pops aren't that big a problem. Trophies are. Getting 1 building slot requires 5 Pops. It means usually it takes 3 drones and 2 Trophies to have grown. Say if you originally have 10 Trophies, now with 2 Unemployed ones, Stability will see as low as 40%, already a penalty to production.
 

The Founder

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There are three spelling errors in your signature. ;)
Figures :)

I have no clue how to mod this game or how to use the code, or even what file it belongs too.

Sorry.
That is Stellaris\common\solar_system_initializers\apocalypse_intializers.txt

The thing you want to mod (bypass networks), is something that is entirely dependant on Solar System Initializers.

Just try. They will really build Districts instead of the buildings.
Without knowing the exact circumstance, that might both be entirely true and entirely pointless to know.

I did run you through the cases. Please tell me wich specific cases the District is prefered in.

Besides, Unemployed Pops aren't that big a problem. Trophies are. Getting 1 building slot requires 5 Pops. It means usually it takes 3 drones and 2 Trophies to have grown. Say if you originally have 10 Trophies, now with 2 Unemployed ones, Stability will see as low as 40%, already a penalty to production.
Rouge Servitors are already way ahead of the "unlocked building slots" curve. They are the case where you have 1 kind of pop that can only work in a single job. A single job that is efficiently provided for (10/building is something only upgraded buildings come close too).
 

Von.Der.Tann

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Right, what I Have with 2.2.5 is, AI is considering like they are having same thing going on in France, what ever the colony like, they will put 3 police station on it whenever they have a empty building slot, no matter it is their capital or a newly founded home.

like this ↓
20190217160117.jpg
20190217160128.jpg
20190217160134.jpg
20190217160139.jpg
 
Last edited:

Iosue Yu

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BlackArchon

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I noticed a strange behavior with plasma weapons and automatic upgrades: I usually design my ships myself, but have the checkbox active for "Auto-upgrade". This way my ship designs get automatically Laser IV as soon as I have researched it, for example. This works in 2.2.5 beta mostly as well as ever, but it doesn't work with plasma weapons (Plasma Thrower => Plasma Accelerator => Plasma Cannon). Can someone confirm this?
 

The Founder

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Right, what I Have with 2.2.5 is, AI is considering like they are having same thing going on in France, what ever the colony like, they will put 3 police station on it whenever they have a empty building slot, no matter it is their capital or a newly founded home.
Yes, we know. We even analyzed why it happens, down to the last decimal place of the weight formula :)

Does the issue with the precinct houses occur in 2.2.4 as well?
I think they spammed the Clerk Job Building instead.
 

The Founder

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I noticed a strange behavior with plasma weapons and automatic upgrades: I usually design my ships myself, but have the checkbox active for "Auto-upgrade". This way my ship designs get automatically Laser IV as soon as I have researched it, for example. This works in 2.2.5 beta mostly as well as ever, but it doesn't work with plasma weapons (Plasma Thrower => Plasma Accelerator => Plasma Cannon). Can someone confirm this?
The "upgrades_to" links are still in place in 2.2.5 and still match existing components down to the capitalisation.
Propably a mod interfering.
 

MetalGearDaner

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UI scaling option fix please. This game looks like taken from 1998 when playing in 2K or 4K resolutions... Everything gets so tiny that can't even be read, and when UI scaling is activated, it just ruins even more the game, the size is ok but all text gets blurry. Just please, we are in 2019, is it that difficult to make a proper high-res support?
 

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150+ years into the game and I'm still seeing AI empires with the "sprawling slums" blocker on their homeworlds.

Please adjust the AI so that they can take advantage of the free pop as soon as they meet the cost requirements, have no deficit, and have open job positions. The free pop can help the AI.
 

acestealth

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Machine empires by themselves may have needed a buff, but driven assimilators seemed to me to be the most powerful (or at least most able to expand quickly leading to most power), save for perhaps the devouring swarms. Now with these buffs they will be nigh unstoppable without some further balancing.
 

WkoD

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Machine empires by themselves may have needed a buff, but driven assimilators seemed to me to be the most powerful (or at least most able to expand quickly leading to most power), save for perhaps the devouring swarms. Now with these buffs they will be nigh unstoppable without some further balancing.

I played DA yesterday and a couple of years in I had almost double the population compared to empires near me. And I havn't even invaded anyone yet.
 

Stinger554

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So are Rogue Servitors supposed to have separate population controls for machines and the bio-trophies? If they are then that's bugged; if they aren't could you give it too them cause it's lame when I want to stop making machines on a world but still want my organic pops to grow...
 

WkoD

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So are Rogue Servitors supposed to have separate population controls for machines and the bio-trophies? If they are then that's bugged; if they aren't could you give it too them cause it's lame when I want to stop making machines on a world but still want my organic pops to grow...

Couldn't you disable all replicator jobs for this?
 

The Founder

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Couldn't you disable all replicator jobs for this?
That would become a micro heck, as with additional/upgraded Biotrophiy buildings, more workers would be needed again.

I agree it should just have two different Decisions for this.
 

WkoD

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That would become a micro heck, as with additional/upgraded Biotrophiy buildings, more workers would be needed again.

I agree it should just have two different Decisions for this.

I always wondered, does the decision to stop drone production free all replicators or are they stuck doing a job with no production outcome?
 

GonDragon

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I always wondered, does the decision to stop drone production free all replicators or are they stuck doing a job with no production outcome?
I think that it free the jobs. I may be not remembering well, but when I stopped the drone production on a Driven Assimilator planet with equal amounts of pop / jobs, I get two unemployed pops.