I was already in borderless windowed mode, but I just tried it again and it worked! No idea what changed, but it works again. Had 2 games where I couldn't do it and now it works again.Can you try running the game in borderless windowed mode?
I was already in borderless windowed mode, but I just tried it again and it worked! No idea what changed, but it works again. Had 2 games where I couldn't do it and now it works again.Can you try running the game in borderless windowed mode?
You said "* Massively sped up all types of purging, with the crisis factions now purging 2 pops per month. ". Well, now I can't purge, period. Fanatic Purifier, Determined Exterminator, Devouring Hive and Purifying Necrophage are all having problems. First, their boost is gone so pops are only declining 5 per month (50 for purging necrophage when I don't have any modes enabled) not at the correct rate of 20 a month. Second, when the count hits 100, instead of moving on to the next pop, the counter keeps going (105, 110, 115, etc). I was playing (correction, trying to play) a DH build, I didn't notice that the counter had gotten up to 250.
I have 115 mods running and I have checked them all to the best of my ability, even ones that don't have anything to do with purging. Nothing corrects the decline progress, the going over 100 issue.
I am running the 2.8.1 beta which, with no mods active, is purging pops at 50 a month (while fast, is not correct).
If I revert back to 2.8.0 with no mods active (because I want to test the problem this century), I do see the correct purge progress rate of 20 a month and does actually purge them (not continue counting).
For a long time now, Democracies (and Oligarchies) have had a bug that causes your initial ruler to disappear forever if they ever lose ANY election (often but not always the very first one).
One bug I've noticed with the new purging is that if the Crisis (I've seen it with the Contigency, not sure about the Prethoryn) purges an "off" number of pops, it doesn't get the planet; instead the planet just becomes decolonized.
By "off" I mean that if there are two pops left on the planet at the end of the month, and both die, the Crisis doesn't get the planet. If there are one, the Crisis assimilates the planet correctly. This shouldn't be a major issue for the Scourge (if it happens to them at all), who can just colonize the newly decolonized planet, but it does screw over the Contingency.
@Alfray Stryke
Thank you so much! I hope you guys can fix it.
I'll also take a moment to bring to your attention to an issues I've read about on the /r/stellaris forums. Unlike the bug I previously reported, this is a secondhand report on my part, but I'll link to the original post from the person who did encounter it, and they seem not to be the only ones:
In short, it appears that being in breach of galactic law isn't currently working correctly - empires that should be in breach aren't, according to their posts.
This is reinforced by a comment on the post, that says "From what I can tell, people can't be in breach of galactic law right now. I think its a bug".
I don't know if these users were using any mods, unfortunately, but it may be worth looking into, as breaches of galactic law often tie into higher end Federations DLC resolutions at the Galactic Community.
Can you file a bug report for this in the dedicated sub forum?![]()
I did.I've added this is to list of issues to investigate.
Can you file a bug report for this with a save that reproduces the issue?
I've added this is to list of issues to investigate.
Can you file a bug report for this with a save that reproduces the issue?
@sillyrobot So, would it be a simple fix to properly initialize the leaders then, from what you're saying, or is it more complex than it sounds?
I haven't explored it personally as I play oligarchies most of the time. From the descriptions I've seen, it is a pretty trivial fix. I can probably take some time tomorrow to confirm.
If you do find a fix that works [especially a simple one that doesn't induce unintended behaviors] please let us [the community + PDX know]. The fix from someone else I cited earlier in the thread, for example, technically clones and deletes the original when the issue arises, according to their subsequent response, which can trigger a "leader elected" message at the start of game that isn't normally supposed to be there, if I understand correctly. Granted, that is better than the leader glitch, but its not a 100% fix as such, for it introduces a smaller "bug" in its place.
# Representative Democracy
gov_representative_democracy = {
ruler_title = RT_PRESIDENT
ruler_title_female = RT_PRESIDENT_FEMALE
leader_class = governor # <-- this is the line that needs to get added; leader_class is where the leader will go if not re-elected
possible = {
has_authority = auth_democratic
}
weight = {
base = 1
}
}