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ifail

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Idk but im a secondary member of a 2 nation federation (fed fleet is 20k in power but stays at my fed capital) 1 sec it says its attacking a n enemy then a second it stops (leaving the wole war to my 5k fleet to verse the great khan ( if ic ould use the 20k fleet i would have at least held the line and made more ships) main issue is fed fleet stuck in loop of attackign and canceling in the fed capital
 

UltimateTobi

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Idk but im a secondary member of a 2 nation federation (fed fleet is 20k in power but stays at my fed capital) 1 sec it says its attacking a n enemy then a second it stops (leaving the wole war to my 5k fleet to verse the great khan ( if ic ould use the 20k fleet i would have at least held the line and made more ships) main issue is fed fleet stuck in loop of attackign and canceling in the fed capital
That is a well known vanilla bug.
But @Glavius will, down the line, introduce improvements to Military Behaviour.
 

Patrocious

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Humble Question: I'm one of the very few individuals who have the GoG-Version of Stellaris for Linux which is at the moment 2.2.3. I could revert to 2.2. We didn't receive any patches in between, although I think the windows version did (but I didn't download them). The manual download link points to a version of this mod made vor 2.2.1 according to the stellaris launcher, warning me it may cause instabilities. Is there a way to manually download a more recent version of the mod?
 

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@Glavius is currently underway until Saturday but I am sure he'll answer you when he's back.
What I can tell you is that a lot of the AI is softcode, meaning there're a lot of variables that someone can change.
But not only did he do that, he also adds custom code and events to help the AI out.
He does NOT add buffs and cheats though. So if you play on Ensign, you get a legit AI (not counting minor buffs like cheaper gene- and robo modding which always apply (added by Paradox)).
Thanks mate. I guess what's so surprising is that the code to make a decent ai is mostly there and it's just a matter of adjusting weights and priorities.
 

UltimateTobi

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Humble Question: I'm one of the very few individuals who have the GoG-Version of Stellaris for Linux which is at the moment 2.2.3. I could revert to 2.2. We didn't receive any patches in between, although I think the windows version did (but I didn't download them). The manual download link points to a version of this mod made vor 2.2.1 according to the stellaris launcher, warning me it may cause instabilities. Is there a way to manually download a more recent version of the mod?
I'll relay this issue to @Glavius tonight!
 

Glavius

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Humble Question: I'm one of the very few individuals who have the GoG-Version of Stellaris for Linux which is at the moment 2.2.3. I could revert to 2.2. We didn't receive any patches in between, although I think the windows version did (but I didn't download them). The manual download link points to a version of this mod made vor 2.2.1 according to the stellaris launcher, warning me it may cause instabilities. Is there a way to manually download a more recent version of the mod?

There is, but not right now. I'm not home at don't have access to the web server that hosts the 2.2.2/2.2.3 version of the mod. As such, they've not been updated and wont be until after the new year. I'll add links on the FAQ once I update and get them posted.
 

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I'm seeing some issues in the latest version of the rolling beta, primarily AI nations frequently just doesn't build resource district despite having unemployed pops and loads of minerals. In a fresh observer game at about 30 years in many empires have several colonies with only ship shelter, a stronghold and no districts.

Edit: Found the issue, it's in district weighting: Mining and generator districts won't build if food surplus is less than 9, but farming districts won't be build unless food stockpile is less than 500. This means that if an AI nation has less that 9 food surplus but more than 500 in stockpile they won't build any resource districts whatsoever.
@Glavius

Edit 2: More stuff:
*Had an empire at war with all fleets stuck at the capital with move order to unknown system, figure that that could be a bug in your forced move order script.
*Seems like the old "AI spam assault armies but instantly deletes them on completion" bug is still around too.
* After 50 years I had a few empires that stopped upgrading colony ships to capitals. Still built rare resource synthesizers though. After a few years they did upgrade them all though.
* Consumer goods shortages everywhere. Seems like AI builds strongholds and monuments on all colonies in spite of having -150 CG per month. When more building slots unlock they build rare resource plants instead of CG factories.

A small side suggestion: If an AI empire has a good resource income and is positive in the relevant special resource, it should upgrade alloy/CG factories in spite of there being a few open jobs. It seems like they're currently just way too passive about expanding their industries.
In the same spirit, if they're way positive in a special resource they should scrap synthetic plants.
 
Last edited:

Atreides

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I do not know if this is a Glavius AI issue or a Paradox AI issue, thought I would post it here first just to check.

So the Khan event fires, grabs his fleet and starts invading folks, everything there seems to work pretty well.

In back to back games now, the Khan has obliterated the closest neighbor empire within a year or two of the initial launch. From Khan side, this is great! However, shouldn't the AI recognize it's fleet is smashed and surrendering is the correct answer?

Are AI nations able to surrender and become subjects to the Khan?
 

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Great mod, however when loading a multiplayer save using this mod, we get an Out of Sync error (more specifically: Random count). Any idea what might be causing this and how to fix this?
 

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Great mod, however when loading a multiplayer save using this mod, we get an Out of Sync error (more specifically: Random count). Any idea what might be causing this and how to fix this?
Not caused by the mod.
However there is more going on with the AI and hence it just pronounces issues on PDX's backend.
Nothing @Glavius can do.
When PDX fixes desync issues, this'll resolve itself.
 

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For starting a new multiplayer game with my family would it be better to run 2.2 with this or the test branch with that version? Running test observer games both seem to run ok. My family are new players so the AI doesn't have to be hard it just needs to be less broken.

What settings are also recommended? (3 of us)
 

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For starting a new multiplayer game with my family would it be better to run 2.2 with this or the test branch with that version? Running test observer games both seem to run ok. My family are new players so the AI doesn't have to be hard it just needs to be less broken.

What settings are also recommended? (3 of us)
Either stable or test branch is fine.
I recommend Huge galaxy, 30 AIs, 0 Advanced AIs, Player Clustered starts if you wanna band together. Difficulty on Ensign, tho even on that the AI has teeth with Glavius' Ultimate AI!
Everything else on 1x (standard).
For added exploration value I recommend setting Guaranteed Habitable Worlds to Off.
max Fallen and Marauder Empires is you like it juicy.