[Dev Team] stellaris_test beta branch updated with a ton of new fixes [checksum 555a]

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djmatipl

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Yupp... Micro-stuttering still there...

Also who decided it would be a good idea to nerf the Strategic Coordination Center? Now I am like 9 starbases over the capacity and they take 225% more energy to support. I have to tear 9 of them down now because that makes up 1/3 of my total energy consumption now. Insane decision, sorry guys.
becaus ppl say "this is best and OP Galactic Wonder" so now it's not OP. AI it's sooo weak that you don't need so OP GW.
 

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What about pop growth priorities? 2 pops should not be outgrowing 50 it's insane

Totally agree ... and id like to add what is also strange when on Artic planet growing pop from Arid planet wich is not even on that planet .... hope this will be changed some how ...


Also i have another issue dont know if is bug or featur but as Fanatic Materialis/Xenophobe i can give my robots Full CitizenShip rights and they are losing happines ... it seys that they are to alien ... but they are my creations ... soo odd ... see attached image ... and yes all necessary research have been already done ...
 

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Ancillary

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I don't see this listed in the patch, but it looks like hangar modules on starbases only propagate trade protection half as far; a fully kitted bastion provides protection up to three jumps away rather than six. Is anyone else seeing this behavior, or is it just wonkiness caused by my save? The tooltip for the module still says "Protection Range: +1".

EDIT (after more playtime): Whatever the issue is here, it seems to affect trade hubs as well, and it isn't consistent. Some bastions extend protection the full six jumps, while others don't even extend to three. I'm guessing this is a bug, not a design decision.
 
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Spectra Twilight

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Delthor

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Quick question about changes in the previous patch that weren't in the patch notes. I noticed that habitats to cost 3,000 alloys instead of 5,000 and the top tier research/alloy/consumer goods buildings now provide 8 jobs instead of 10. Were these intended changes? They weren't in the previous patch notes and aren't addressed here either.

* Science Nexus effect on research output increased from 75/150/225 to 100/200/300, and increases research speed by 5%/10%/15%
* Science Nexus build time increased from 2400 to 3600, and alloy cost increased from 12500 to 15000 for all levels

The Science Nexus still doesn't seem worth it, especially since you increased the cost. A research specialized planet can easily output three times the research of the Science Nexus, which is way, way more than enough to negate the empire size a colony costs. A Dyson Sphere is competitive with a large trade-focused planet converting trade value to wealth, and when using generator districts, it's closer to being competitive with a fully built Ringworld, not a normal planet.

No additional changes for machine empires, except a bug fix or two... I'm not sure if this means that you guys think they're good now or if there's some more complicated change that's taking longer. I suppose I'll finally give Rogue Servitor a try once I'm done with my Inward Perfection run, even though most people report feeling ridiculously weak as Rogue Servitors and machines in general.
 

Chase Quinnell

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Quick question about changes in the previous patch that weren't in the patch notes. I noticed that habitats to cost 3,000 alloys instead of 5,000 and the top tier research/alloy/consumer goods buildings now provide 8 jobs instead of 10. Were these intended changes? They weren't in the previous patch notes and aren't addressed here either.

Every time they reduce the number of jobs a building has, existing saves get all sorts of screwed up. Everyone's mad because they lost their jobs to automation!
 

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I guess I'm wondering what settings you're trying to play on and what machine specs you have. I'm not being mean, but very few people seem to have issues in the early game, most no longer seem to have issues until the "late mid" game.

So instead of just posting "game lags on day 1!" post your game settings and machine specs. That would probably help the devs figure out what the issue is so they can fix you. :)

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Good 'nuf?

I've been playing this game since release and have never experienced this stutter. Now the game is essentially unplayable because of daily tick stutter regardless of system size. I bought the DLC, I'd like to at the very least be able to play it. I'm not trying to give the devs shit either, I understand these things happens, but it's clearly an issue with the update not our hardware when previous patches work just fine and this one doesn't.

It happens regardless of graphical settings and on every system size.
 

Delthor

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Please, tell me the Bug for ME when technologies supposed to accelerate Pop devlopment aren't effective is fixed :)

Oh, I didn't know this was a thing... I guess I'm back avoiding machine empires again, even if it seems like there aren't any major fixes incoming.

I made a quick mod to fix this issue until the Stellaris developers have the time to get around to it.

https://steamcommunity.com/sharedfiles/filedetails/?id=1590827997

I haven't created a mod before, so the page is pretty...simple. But hopefully the mod helps you.

And never mind; I guess I can give them a try now with your mod. It's not like I've been hunting achievements since the patch hit anyway.
 

Mikhail_Mengsk

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I've been playing this game since release and have never experienced this stutter. Now the game is essentially unplayable because of daily tick stutter regardless of system size. (snip, don't have the DLC) I'm not trying to give the devs shit either, I understand these things happens, but it's clearly an issue with the update not our hardware when previous patches work just fine and this one doesn't.

Same.

Yesterday night i was playing the beta patch in year 2309 at x4 speed in a 600-star galaxy with 18 AIs, 2 FEs and a Marauder and i could roam the galaxy map with no problem at all.

Today i have BAD stuttering as soon as I enter the game and try to navigate the galaxy map.

What in the fuck?
 

Duuk

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Good 'nuf?

I've been playing this game since release and have never experienced this stutter. Now the game is essentially unplayable because of daily tick stutter regardless of system size. I bought the DLC, I'd like to at the very least be able to play it. I'm not trying to give the devs shit either, I understand these things happens, but it's clearly an issue with the update not our hardware when previous patches work just fine and this one doesn't.

It happens regardless of graphical settings and on every system size.
Now what game settings are you guys running? The devs need to know that stuff. Mega-huge map, 95 AIs, etc.

Both of you seem to have very high spec PCs, and I remember the devs saying they had an internal theory that was debunked about a specific chipset. I'm wondering if it has something to do with high-spec PC people running massive galaxies causing some kind of overflow or exception in the engine that people that run on smaller or medium or even larger maps don't run into. That's what I mean by "post EXACTLY what you are running and doing" because that helps the devs.

For example, Steam Achievements make things apparent to game developers when they realize how few people achieve certain things. You guys that are all experiencing this might literally all be running very similiar setups without realizing it. It could be something as dumb as "Only occurs when the game settings include 5 Fallen Empires which causes an exception". Trust me when I say dumber things have caused issues.

Now if the devs could just fix the mouseover text error that has been bugging me for years.
 

RomulusJ

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> Fixed Vassalization Wars unhelpfully not creating Vassals

This is not fixed as a mega corp at least. Its repeatable in my play through. Totally repeatable.

Mods I am using - EXCLUDING PLANETARY DIVERSITY (I am not using that mod to be super clear) https://steamcommunity.com/sharedfiles/filedetails/?id=694803017

This save is 60 days prior to forced peace, even accepting a peace offer fails to create vassal.
 

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Mikhail_Mengsk

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Now what game settings are you guys running? The devs need to know that stuff. Mega-huge map, 95 AIs, etc.

Both of you seem to have very high spec PCs, and I remember the devs saying they had an internal theory that was debunked about a specific chipset. I'm wondering if it has something to do with high-spec PC people running massive galaxies causing some kind of overflow or exception in the engine that people that run on smaller or medium or even larger maps don't run into. That's what I mean by "post EXACTLY what you are running and doing" because that helps the devs.

For example, Steam Achievements make things apparent to game developers when they realize how few people achieve certain things. You guys that are all experiencing this might literally all be running very similiar setups without realizing it. It could be something as dumb as "Only occurs when the game settings include 5 Fallen Empires which causes an exception". Trust me when I say dumber things have caused issues.

Now if the devs could just fix the mouseover text error that has been bugging me for years.

Sorry but if the very same thing didn't happen yesterday, how could our hardware be the problem?
 

SoTAL

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Now what game settings are you guys running? The devs need to know that stuff. Mega-huge map, 95 AIs, etc.

Both of you seem to have very high spec PCs, and I remember the devs saying they had an internal theory that was debunked about a specific chipset. I'm wondering if it has something to do with high-spec PC people running massive galaxies causing some kind of overflow or exception in the engine that people that run on smaller or medium or even larger maps don't run into. That's what I mean by "post EXACTLY what you are running and doing" because that helps the devs.

For example, Steam Achievements make things apparent to game developers when they realize how few people achieve certain things. You guys that are all experiencing this might literally all be running very similiar setups without realizing it. It could be something as dumb as "Only occurs when the game settings include 5 Fallen Empires which causes an exception". Trust me when I say dumber things have caused issues.

Now if the devs could just fix the mouseover text error that has been bugging me for years.

The daily tick stutter happens for me literally regardless of game date, system size, graphical options, mods etc. No matter what I do it will hiccup/stutter every time the day changes. The game played fine before 2.2, and it seems a significant number of other people are having the same issue after the patch. Can't really narrow it down when it happens everywhere, always..
 

Duuk

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Sorry but if the very same thing didn't happen yesterday, how could our hardware be the problem?
Because not everyone is experiencing the problem. So by posting your hardware specs it lets the devs compare what hardware you have (which lets them know what drivers are in play). It may be an issue with the way Stellaris interacts with your specific hardware that does not cause problems for other users. So it's not that your hardware is inadequate or problematic, it's that the game's programming might not be speaking in exactly the right flavored accent for your hardware to understand.

If everyone who is running your hardware has the problem, then the devs can localize the issue and say, "Oh hey, it's an issue with how we interact with XYZ hardware, let's figure out why it does that." and then they fix it.
 

Mikhail_Mengsk

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Because not everyone is experiencing the problem. So by posting your hardware specs it lets the devs compare what hardware you have (which lets them know what drivers are in play). It may be an issue with the way Stellaris interacts with your specific hardware that does not cause problems for other users. So it's not that your hardware is inadequate or problematic, it's that the game's programming might not be speaking in exactly the right flavored accent for your hardware to understand.

If everyone who is running your hardware has the problem, then the devs can localize the issue and say, "Oh hey, it's an issue with how we interact with XYZ hardware, let's figure out why it does that." and then they fix it.

Let's try it then.

Operating System
Windows 10 Home 64-bit

CPU
Intel Core i5 4440 @ 3.10GHz 31 °C
Haswell 22nm Technology

RAM
8,00GB Dual-Channel DDR3 @ 665MHz (9-9-9-24)

Motherboard
ASUSTeK COMPUTER INC. BM6AD_BM1AD_BP1AD (SOCKET 1150) 22 °C

Graphics
247ELPH (1920x1080@60Hz)
2047MB NVIDIA GeForce GTX 750 (ASUStek Computer Inc) 29 °C

Storage
111GB Samsung SSD 840 EVO 120GB (SATA (SSD)) 24 °C
465GB Seagate ST500DM002-1BD142 (SATA ) 27 °C
465GB Western Digital WDC WD5000AAKS-00V0A0 (SATA ) 28 °C

Optical Drives
ASUS DVD RAM GHB1N

Audio
Razer Surround Audio Controller
 

Moah

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Let's try it then.
How bad a stutter are we talking about? Is it a microfreeze like we see in the video posted earlier, or are we talking about seconds? Does it happen on a new game? What galaxy size, how many AIs? What game settings are you using in the "video" section? do you have vsync enabled, for example?
 

KarlDrogo

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Two bugs I've noticed in multiplayer that I haven't seen mentioned.

First, the new megastructures don't seem to 'count' for the purposes of the mega-engineering tech weight. Checked the scripted effects doc, and the flag for having a megastructure does not include any of the new ones (art,strat, etc).

Second, and I assume this is a bug, I had the option to trigger the end of the cycle in an MP game. To my great, great, unending shame I did not pick it. Looking at the shroud events file, I don't see any check for whether or not the game is MP, so for all I know this may be intentional. If so, that's pretty great.
 

Scienceц

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Hi! Sometimes i notice that citizens stop working for a second and then return to their duties. It starts happening closer to year 2430. Hope this observation will help with working on optimisation.
 

brn4meplz

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I’m glad they fixed the +1 pop for expansion.

But it’s been bugging me for a few days. The old +1 pop was actually a sizeable amount of your planets workable area comparatively to the current system.

It’s true that +1 pop allows you to work an additional colonist job out of the gate. But it’s not as significant an impct now. Is it?

Maybe that tradition pick should be +2 or 3? Maybe that’s too much of a resource spike? Considering the time to grow a pop?