[Dev Team] stellaris_test beta branch updated with many new fixes [checksum 8b3a]

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

TK5571

Private
34 Badges
Dec 15, 2018
23
0
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Prison Architect: Psych Ward
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Art of War
  • Cities: Skylines - After Dark
  • Europa Universalis IV
I signed up just to report this very old bug. The forced spawn mechanic does not work i have exactly 11 custom made empires (Well 12 in total) and all but one marked as Forced so i had the ai empire slider set to 11 and then even though that there all set to forced the game still spawns randomly generated empires, Thus defeating whole point of the Forced Spawn mechanic and it has become very annoying. I hope a dev sees this.

EDIT: I found out for some reason the game only allows up to nine custom empires to spawn at a time is there a way to change this?
 
Last edited:

Von Thoma

Major
92 Badges
Dec 29, 2004
733
204
  • Pillars of Eternity
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Mount & Blade: With Fire and Sword
  • Semper Fi
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Victoria 3 Sign Up
  • Europa Universalis IV: Conquest of Paradise
  • Cities in Motion
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Commander: Conquest of the Americas
  • Deus Vult
  • East India Company
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • King Arthur II
  • Lost Empire - Immortals
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
I gave my robots the "Harvester" trait, which increases food production; but the AI assigned all of my robots to be miners instead of farmers.

WORKAROUND, even it is terrible
- Remove all pops from that WHOLE branch
- now lock all (should be already the ones , which had already full pops) ... just hit "-" on all lines (food, mines, clerks etc.)
- fill the food production with pops , normal the program uses the best pop, should be the robots

You have to do that every time, when the pop are wrong sorted
 

tefter

Second Lieutenant
25 Badges
May 14, 2016
142
69
  • Stellaris
  • Tyranny - Bastards Wound
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Steel Division: Normandy 44
  • Age of Wonders III
  • Stellaris: Leviathans Story Pack
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Shadowrun: Dragonfall
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
@Jamor

I've found a few issues with the AI in the beta patch, not sure if it's been brought up yet. They aren't building observation posts, and they seem to not be building trading hubs, offworld trading companies, or even possibly shipyards (I have yet to find a shipyard that's actually outside of the starting system). Also given their propensity to patrol trade routes above all else, I believe they aren't building station modules with a protection range increase. The planetary build strategies look better in the beta versus the main branch, at least they aren't immediately building themselves into an EC and mineral shortage by overbuilding alloy foundries anymore, however they still aren't clearing blockers unless they get isolated.

Not building shipyards is fixed by AI mod. Haven't checker other things, but AI mod does good job.
 

draqsko

Captain
57 Badges
Sep 26, 2015
470
272
  • Crusader Kings II
  • Stellaris
  • Crusader Kings II: Reapers Due
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • BATTLETECH: Season pass
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Lithoids
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Cities: Skylines - Natural Disasters
  • Stellaris: Necroids
  • BATTLETECH: Heavy Metal
  • Europa Universalis IV
  • Stellaris: Federations
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
Not building shipyards is fixed by AI mod. Haven't checker other things, but AI mod does good job.

You do realize this is the beta branch thread and I am reporting issues still seen in the beta branch so that Paradox can fix them. Also, if people just drop in an AI mod without actually testing without the mod, why would anyone expect the developers to be able to fix the stock AI? Shouldn't we be reporting issues instead of just jumping over to modding? It's one thing if you don't consider the AI hard enough, it's another when it's broken on a fundamental level and needs to be fixed. Bug reports aid the developers in this case, as they can refine their searches for where the actual problem lies.
 

Lambert_Simnel

Recruit
39 Badges
Jan 7, 2015
2
0
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Magicka
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Prison Architect
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
  • Victoria 2
  • Cities: Skylines Deluxe Edition
  • Darkest Hour
  • Cities in Motion 2
The robot slaves are still not liked by the Authority faction due to it wanting citizenship_ai_servitude to be true instead of citizenship_robot_servitude true, which is their citizenship type according to the citizenship rights file. Having tested if replacing the former with later, it fixes the issue, but could easily be meant the other way round.
 

DragonWasTaken

First Lieutenant
63 Badges
Apr 12, 2017
221
0
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Victoria 2: A House Divided
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Conclave
  • Stellaris: Necroids
  • Europa Universalis IV
  • Victoria 2
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome Deluxe Edition
  • Stellaris
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
"Oh there's crime, gotta remove it" seems like the sane response if faced against a criminal Megacorp.
The trouble is that it's both too oppressively effective (you build enough precincts and crime is just gone and there's not much counterplay to be had) and the AI, at least previously, was willing to run their economy in the ground to try to achieve that goal.
 
Last edited:

DreadLindwyrm

Augustus of the North
86 Badges
Jan 31, 2009
10.549
13.188
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Mare Nostrum
  • Surviving Mars
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Third Rome
  • Surviving Mars: First Colony Edition
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Imperator: Rome Deluxe Edition
  • Stellaris: Distant Stars
  • Stellaris: Federations
  • Europa Universalis III Complete
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Hearts of Iron IV: La Resistance
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Europa Universalis III Complete
  • Stellaris
  • Stellaris: Lithoids
  • Victoria 2
  • 200k Club
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Crusader Kings II: Sword of Islam
I don't understand, are there currently two betas?
[checksum 555a]
[checksum 8b3a]

I opted for stellaris_test and now my stellaris has checksum 555a, does it mean I am not getting the updates included in this version? (8b3a) or do I get both?
555a is the more recent beta.
For whatever reason they didn't lock and kill the old beta thread.
 

4ewire_mif

Recruit
20 Badges
Aug 21, 2018
6
0
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
Greetings to all!

Perhaps this bug has already been described earlier, but it still exists and is very unpleasant.

Its meaning is that the AI can buy resources on the market without spending its own resources.
Thus, any AI player can build an unlimitedly large fleet, which makes planning very difficult and spoils the game.

This can be seen by switching over the console to a game for another empire.

If this bug is unknown, I please respected developers to pay attention to it.
 

Attachments

  • capital.jpg
    capital.jpg
    331,1 KB · Views: 78
  • energy.jpg
    energy.jpg
    100,2 KB · Views: 61
  • market-alloys.jpg
    market-alloys.jpg
    58,5 KB · Views: 59
  • market-food.jpg
    market-food.jpg
    57,7 KB · Views: 59
  • market-goods.jpg
    market-goods.jpg
    61,1 KB · Views: 60
  • market-minerals.jpg
    market-minerals.jpg
    59,3 KB · Views: 60
Last edited:

Moah

Platypus Admirer
Paradox Staff
49 Badges
Sep 20, 2011
662
2.904
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Sengoku
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Cities in Motion
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Europa Universalis III Complete
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Way of Life
  • Stellaris: Synthetic Dawn
  • Tyranny - Bastards Wound
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Prison Architect
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Tyranny - Tales from the Tiers
EDIT: I found out for some reason the game only allows up to nine custom empires to spawn at a time is there a way to change this?
If this bug is unknown, I please respected developers to pay attention to it.
Please report these bugs in the bug forums, with steps to reproduce as precise as you can make it, and if it applies a save file and logs.
 

AlknicTeos

Erzmagier
105 Badges
Jan 30, 2006
1.831
164
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Digital Anniversary Edition
  • PDXCON 2018 "The King"
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Battle for Bosporus
  • PDXCon 2019 "King"
  • Europa Universalis IV
  • Victoria 2 A House Divided Beta
  • Surviving Mars
  • 500k Club
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Victoria 2
  • Victoria: Revolutions
  • Imperator: Rome Deluxe Edition
  • Rome Gold
  • Cities: Skylines
  • Hearts of Iron III
  • Hearts of Iron IV: Colonel
  • March of the Eagles
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Age of Wonders III
  • Majesty 2
  • Magicka
  • Europa Universalis III: Collection
  • A Game of Dwarves
  • Pride of Nations
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
I really enjoy this beta patch, the lag issue was very good when I decided to play a 2.2. game further ( around 2400 ), but now I have some days which lag about 5-10s, and then some days with "normal" small lag ( attached, around 2470 ), and vassal integration doesn't need Influence ( bug ? ). The increased lag days happend after I integrated a vassal with many differernt species ( I purge them all ... ). I have about 7,1k pops with about 6,2k of main
 

Attachments

  • partialslow.sav
    1,1 MB · Views: 9

NewBorn

Recruit
21 Badges
Jun 27, 2014
3
0
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Necroids
  • Battle for Bosporus
  • Crusader Kings III
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
found bug
tech_luxuries_1 = {
cost = @tier1cost3
area = engineering
tier = 1
category = { materials }
prerequisites = { "tech_basic_industry" }
weight = @tier1weight3

# Unlocks better consumer goods buildings

potential = {
OR = {
is_gestalt = no
has_valid_civic = civic_machine_servitor

-------------------------------------------------------

#Global Manufacturing
tech_global_production_strategy = {
cost = @tier3cost1
area = society
tier = 3
category = { statecraft }
prerequisites = { "tech_alloys_1" "tech_luxuries_1" "tech_colonial_centralization" }

so only machine servitor can build this building (+15% alloys,consumer goods)
becouse only they from all gestalt (hive minds also) have acces to tech_luxuries_1 and that technology is required to get sweet +15% alloys

and why no love for machine empries?:<
habitats only have base grow of 1, 2 with building
pops cost energy instead of food ok but base food is 6 and base energy 4
give them some love please :D