I saw this too.
Just disable the Glavius AI mod, and then things will be as they should.
If you have the data on how its happening, it might be a good idea to pass it onto Glavius so he can account for it when he updates his mod.
I saw this too.
Just disable the Glavius AI mod, and then things will be as they should.
Yeah, I've got that too. I assumed it was from a mod I'm running but I've turned off all building-related mods and I'm still seeing it.
View attachment 448757
AI dummy building?
Also "Machine Empire Tech Drones now produce 6 energy (up from 4) base" not accurate.
Machine Empire Fabricators produce 4 alloys (up from 3) at the cost of 8 minerals (up from 6). Not accurate.
View attachment 448758
* Fixed bug where deposits granting districts wouldn't actually grant the districts until a game
reload
Maybe turn your mods off before posting "bug" reports ...![]()
I saw this too.
Just disable the Glavius AI mod, and then things will be as they should.
Due to the way PDX implemented jobs, changing AI behavior force mods to overwrite the entire job declaration.Oh yeah you guys are right, thought that mod just changed Ai behavior.
This shouldn't happen in the live 2.2.4.When attempting to host games on the 2.2.4 beta, my friends and I would repeatedly run into a bug where it complained about firewall settings, which eventually forced us back to 2.2.3. I didn't scroll through the entire bugfix list but a few quck ctrl+fs didn't lead me to anything related to it... Will this have been fixed now that 2.2.4 is live?
We're currently working on these issues for the AI.Secondly - the single best thing you could do for the AI in Stellaris (that isn't fixable by modders) is to have it consider distance in its calculations about where to send its fleets AND construction ships. Watch the AI play the game for even 10 minutes and it becomes immediately apparent that either distance is not a consideration, or is valued far too little in whatever equation exists. Construction ships for example will build a new starbase, and then fly 900 days away to build a mining base when there are multiple available in the system where they just finished.
There's a chance but the problem right now is we have so many sliders already, we badly need a start screen redesign. One was in the works, and we'll probably resurrect it at some point in the future, but not the near future.Any chance we could get sliders that affect the amount/quality of planetary features and space deposits, like the ones for the amount of habitable planets and primitives, in a later patch?
Thank you! We're glad you enjoy itSO MANY FIXES AND BALANCE CHANGES!The support PDS provides for its games and customers is why I always come back for more.
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Well, this is a personal opinion and not necessarily shared by the design team, but I find them OP, so...Will Hive Minds get any tweaks, or would you consider them in a good spot already?
If you want them to convert, you'll need to give them a convert building list, and the potential triggers will be used to determine when the building is no longer viable.I've got a bit of a question, since there's all sorts of new building triggers coming to live - how do I handle primitive capitals in my mods? Are they going to convert if I list them to convert? Should I use destroy trigger?
Oh interesting. On paper they have some weak looking mechanics, such as no level 4 unity building and fewer synapse drones on their upgraded hive capital. But the sheer pop numbers and growth speed is hard to argue with.Well, this is a personal opinion and not necessarily shared by the design team, but I find them OP, so...
* Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you!
You sure about that? Entries in 11_primitive_buildings use both, ie "building_stone_palace"If you want them to convert, you'll need to give them a convert building list, and the potential triggers will be used to determine when the building is no longer viable.
If you only want the building to get destroyed in specific circumstances, you should use the destroy trigger (and not use the potential trigger for this)
potential = {
exists = owner
owner = {
is_primitive = yes
OR = {
has_country_flag = bronze_age
has_country_flag = iron_age
has_country_flag = late_medieval_age
has_country_flag = renaissance_age
has_country_flag = steam_age
}
}
}
destroy_trigger = {
exists = owner
owner = {
is_primitive = no
}
}
convert_to = {
building_hive_capital
building_machine_capital
building_colony_shelter
}