Let's write them a priority list of problems to fix in 2.2.4

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Iosue Yu

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You should add that terraforming into Gaia worlds is still broken, despite what the 2.2.3 patch note says.
Let's just assume it has been fixed for the moment until we get more reports since priority list means 100% problematic. Probably problematic should be put in a later patch to completely eradicate the problems.
 

Iosue Yu

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Immigration/habitability madness. Playing materialists has been super weird since 2.2, you colonize some tomb world with your robots and your bio pops swarm it, just flying into the radioactive hellscape by the dozens of millions, weeping bloody tears at your cruelty for letting them.
Issue 11, there you are.

But I should try to word it nicely. They may consider this to be the intended behaviour.
 

KingAlamar

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I would say that "problems" aren't the only thing to look at. My priority would be:

  • Fix game breaking bugs
  • Fix immersion breaking bugs [those that cause the game not to be fun / the "super annoying" bugs]
  • Implement new Quality-of-Life updates [mostly automation & AI hints to minimize the staggering level of needless micro going on]
  • Fix the AI ... see Glavius
  • Fix all of the other bugs [non-critical variety]
 

FTL neighbour

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While they might have their own list, contributing to it can't be wrong, however, I think we should assign a number to how important X change is needed for each one of us, a poll might be more suited for that.

If I had to think about the most frustrating thing I had to deal with in each game I played it'd have to be species management in general (it affects many game-systems), I already made a topic regarding this and how to solve it: https://forum.paradoxplaza.com/foru...ecies-management-and-qol-suggestions.1146832/
 
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Evangeline

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Immigration/habitability madness. Playing materialists has been super weird since 2.2, you colonize some tomb world with your robots and your bio pops swarm it, just flying into the radioactive hellscape by the dozens of millions, weeping bloody tears at your cruelty for letting them.

Or the poor aliens who voluntarily migrate from their own liberal, egalitarian gaia worlds to your arid hellholes where they will live as slaves! :-D
 

Iosue Yu

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Make sure these things are in the bug forum.
The bug forum is for reporting individual bugs, and I think they will assign ticket numbers for each report.

And in there, no one joins the discussion. Usually just a single silent post sitting there, ignored.
 

Lady Lacroix

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Care to justify why is it a priority? The game is playable despite stuttering.

What's a priority for you is not necessarily a priority for someone else. The game is also quite playable without:
Status Quo for a Liberation War makes the newly created country a Vassal of the War Leader.

Yet you chose to place it first on your list.

Frankly I think migration fixes should be first on the list if anything. Liberation wars are so rare for me that i'd probably never even notice your fix.
 
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JT Jag

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I've heard of the issues of number 2 on this list a lot, but the one that has most obviously impacted my most recent playthrough is number 11, the immigration issue. I was cozying up to some of my neighbors as egalitarian materialists and so signed a couple migration treaties, and now all 5 of my planets are growing those aliens. I don't think I've grown a native pop for 20 years.
 
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Shadowstrike

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The migration issue (aka "pops growing on planets where they have no habitability/one new alien pop starts displacing all other pops") could easily be fixed with just a few tweaks to the defines about which pops should grow next. Heck, just copy the values from the "Realistic Demographics - Proportional Pop Growth" mod and integrate them into the base game.
 
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Dëzaël

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The crisis purge bug might be a purge mechanic bug as I have read posts which claim that normal empires can't purge the last pop either.

Can confirm that. I conquered 5 or 6 planets from a xenophile empire that had the species of all the entire galaxy gathered there. I'm displacing them to cut on the nonsense, but each time the last won't go. I manually spend energy to get them on the same planet, so eventually there will be only one left for us to mock. The chosen one will be granted citizenship again, a random fringe planet to colonize with the pals he will not miss to breed everywhere in the meantime that I will displace on, and be released as a vassal. So yeah, regular purge bug. :D

Also the capital building thing is crippling the Thrall World feature, as the governor's palace will not be built, and a bunch of buildings require it. I guess the same is at play for Resort Worlds and Penal Colonies. To link to 5. I guess.
 

Evangeline

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I think that a fix that should only take around 20 minutes tops should take precedence over finicky performance improvements that probably take weeks of tweaking and trying to optimize all kinds of things. (I never even had any performance issues and the performance of the 2.2.4 beta is totally playable for anyone I've heard from and they've already worked super hard on making this better as best they could.) Best to focus on the clear bugs EVERYONE notices that can be fixed quickly with a hotfix - little effort, big impact. :)
 

Iosue Yu

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What's a priority for you is not necessarily a priority for someone else. The game is also quite playable without:

Yet you chose to place it first on your list.

Frankly I think migration fixes should be first on the list if anything. Liberation wars are so rare for me that i'd probably never even notice your fix.
It is rare? You may not play Liberation Wars but the AI will.

And they will almost always settle Status Quo since they are really good combatants.

And these actions will really mess up the galaxy inreversibly.

But Migration problems can somehow be mitigated. It is annoying that's a given. But not as messing up as giving a free vassal to an already large Federation.
 

AlanC9

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I actually haven't seen an AI-AI liberation war go to a SQ peace.

If I had, I'm not sure I'd notice the problem. What's so bad about vassalization rather than the situation it should result in? Either way the new empire is allied to the winner, as it should be, only the terms are different. A federation would just incorporate the new nation as a member rather than as a vassal.
 
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SectorsAreOkay

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The bug forum is for reporting individual bugs, and I think they will assign ticket numbers for each report.

And in there, no one joins the discussion. Usually just a single silent post sitting there, ignored.
They aren't ignored. They just don't usually comment. But they have stated repeatedly that they use the bug report forum and are less likely to see things in the main forum.
 

DreadLindwyrm

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A few things here.

Isn't it a little arrogant to start a thread demanding that particular bugs are set as priority, based on *your* criteria, rather than letting the devs prioritise according to what is actually most damaging to the game or affecting the most people in a significant fashion?

I was under the impression that the Liberation war "bug" was actually now intended behaviour, although I may be confused with one of the other CBs.

3 and 5 are essentially the same issue. Buildings are not being replaced correctly when a planet changes hands. 4 may be related. If so, these are *one* issue.

There's no point listing 7. They know it happens, they said they have the fix, but they had it too late for the most recent patch. So, as it's effectively already fixed behind the scenes, why put it on a priority list at all?

Not sure with 8, but there's not enough detail there to even fully get the issue. Not all of the precursor worlds give 10 research as a deposit. Their deposit may be affected by the same thing that is responsible for 2. Alternatively, it may be a tool tip issue - where the effect *is* applied, but not shown.


These would be far, far better as individual bug reports with something useful attached.
Demanding a priority for bug fixes isn't going to fly - they'll fix mostly on whatever they consider most important, and what can be fixed quickly without affecting other parts to the game.
 

AlexnChaos

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Aug 12, 2010
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Machine Empires are Borked and need some serious love, some more then others *eyes RS* but they all need it

Machine Worlds eat all special features, which can be super annoying when you change your homeworld for the first time, and suddenly lose 20% of your Social Research, also losing special buildings because you no longer have the feature that granted them sucks when you don't notice until 10 years down the line when your reserves run out

ME's also have the same problem others have mentioned, just from the other direction, can't change organic admin buildings to ME ones when you conquer a world *time to warm up the death star I guess*