The most urgent fixes for 2.2

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Flame13223

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Completely agree. This is really strange that it takes 10 years to demote, but promotion is instant. It seems that there is a magic wand that allows non-educated farmers to instantly become qualified engineers.
In the future, education and job training are moving at the speed of light, everyone is instantly trained in a moment in literally any field ever.

Seriously though, this could be a perk for Synths or Cyborgs to have but not others as those could download stuff into their brain quite literally but normal biological species should not switch jobs let alone strata immediately. There should be an X amount of time before a worker learns a new job type that's increased by 3 if its of a higher or lower strata...
 

kiphemyst

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AI is really terrible at war. After I built up a 3k fleet to get through a large pack of Amoeba all AIs became pathetic/inferior and stayed like that the entire game, I have 3x 14k fleets now, my strongest starbase is 23k. Meanwhile I haven't seen AI with anything bigger than 3.5k.

This probably has something to do with it: the biggest AI on pop count has 412 pops (most of them barely have half of that), while I am at 1159 - is it me just being too op on focusing on growth (devouring swarm)?
 

Dimensionsatire

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In the future, education and job training are moving at the speed of light, everyone is instantly trained in a moment in literally any field ever.

Seriously though, this could be a perk for Synths or Cyborgs to have but not others as those could download stuff into their brain quite literally but normal biological species should not switch jobs let alone strata immediately. There should be an X amount of time before a worker learns a new job type that's increased by 3 if its of a higher or lower strata...

I'm intrigued by the concept, and it definitely makes sense, but I'd be concerned this would put robots so far superior to organics it wouldn't even be funny. Well, as soon as they stop being quite so buggy (I haven't played a machine empire yet this patch so I can't comment other than what trends I've seen mentioned on this forum)
 

Annihilat0r

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I posted another update. I did not include all the little bugs, that are specific to some empires. I think it's best if you report those in the bug forum.

I played the game until 2400 now. To summarize, I have to say that the first 100 years left a much better impression than the second 100. The UI desperately needs some improvement to aid the players with the new systems. The AI is falling behind at an alarming rate and the overall performance of the game makes it difficult to enjoy the countless good things.
 

Flame13223

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I'm intrigued by the concept, and it definitely makes sense, but I'd be concerned this would put robots so far superior to organics it wouldn't even be funny. Well, as soon as they stop being quite so buggy (I haven't played a machine empire yet this patch so I can't comment other than what trends I've seen mentioned on this forum)
Well machines are superior in reality to organics but there's ways to get around this problem for gameplay purposes.

For one tying pop growth to the amount of pops should definitely be a thing. The more people you have the faster you should grow. This should apply to organics while robots would need to build facilities to keep producing more robots. I'd also just make them consume an ungodly amount of power to operate thus limiting their growth. Organics need food while robots do not so that's a big benefit for robots however if they need a large quantity of power then its balanced out. Also building new robots should cost minerals as well as power.
 

Hardeknut

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And again... It seems something is really wrong with AI... Fleet power Inferior/Pathetic from the start of game till late game for nearly all AI empires on Admiral? That's baaad.

Yeah had the same problem. Grand admiral with ai advanced start and they are inferior to me 20 years into the game. Building ships must have low priority for the ai
 

Ishae

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I have +60 on alloys and have been maintaining that for pretty much the entire game and I can tell you I have an abysmal fleet compared to what I had in 2.1 but all the AI's have 1/10 of the fleet I have as they all appear pathethic or inferior. I got a very boxed in starting position with only 1 enemy in reach but that one enemy I didn't even see his fleet at all this game. I assume he has something but I dunno what, I never fought it but I conquered 70% of his empire...he keeps it at home non stop is my guess because I have a moderately big bastion at the border.

The game seems to be unbalanced and the AI is really bad right now.

It's making the game very tough to enjoy any sort of combat with.

On the one hand, I can't enjoy fights against the AI because they don't build any fleets. I'm at almost year 2400 and they still don't have fleets large enough to destroy a starbase. At one point I lost my entire fleet to a leviathan and had only two caravan cruisers left and the AI were still inferior.

On the other hand, I can't enjoy fights against the Leviathans because it's so difficult to build a strong fleet myself. Everything costs as much as it used to except it's all in Alloys now which is extremely difficult to get very high in income with compared to how minerals used to be. You have to make the minerals and then turn the minerals to alloy at a poor rate - so ships are essentially 4x as expensive as they used to be. And that's not counting the growth requirement to staff both mining and the alloy forges (while also trying to keep up energy/food/consumer products).

I'm waiting for the endgame crisis to come and wipe out the galaxy with the old 75k fleets I'm used to, while I can barely build up a quarter of that thanks to low alloy income.
 

sterrius

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for me the most critical is to put AI back to the level it was before 2.2.

i think the reason this is not something you can pinpoint to one reason only.
but i hope they fix it before christimas.
 

Mrakvampire

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for me the most critical is to put AI back to the level it was before 2.2.

i think the reason this is not something you can pinpoint to one reason only.
but i hope they fix it before christimas.

No, they won’t. AI improvements are complex activities and everybody should expect to get improved AI only in 2.3. This is same as with 2.0 - 2.1 patch lifecycle. Just check patchnotes and also check timings of patch releases.
 

Bezborg

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Gonna quote my wn answer to a similarly themed topic on the forum, most urgent fixes:

- I’d like to scrap the piracy system till a mechanism is devised that would allow the player to easily assign corvettes to petrol the route , but not be part of a fleet. There is a thread in which a guy suggested a form of this and added an edited photo of a possible UI for that. The current system is too tedious, putting a strain on an overly complex economy as it is, and too micro-intensive. Also completely uninteresting to the player who dreams of empires and rivals, not backwater patrols. So combine the patrol system to the auto-generated trade route system. Add a button to “add patrols to the route”. Add “needed” as a fluid maximum you can add. Add an alert when trade routes require the player attention.

- Change the admin “cap”, people keep saying to ignore it, but with 7 barely developed planets (respecting the growth pace and resulting micro requirements) I have +50-ish % on leader and base upkeep etc... it should be tweaked and less punishing for wider playstyles. It’s a galaxy conquering empire building game, right?

- Change Sectors, give back administrative control of the empire to the player. I don’t know why the dev diary idea of the galaxy being predivided into star cluster blocks was abandoned, it was a pretty good idea. This 2-jumps from system is strange and problematic.

- Keep job auto-distribution but add an ability to phisically move pops to jobs, and add a little chain icon so we can click it and lock them to the job. Would go a long way towards solving a great deal of problems.

These are urgent, I feel.
 

Mattzo12

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The only urgent 'fix' for me is to get the AI to actually build fleets.

Everything else that needs fixing doesn't noticable detract from my experience and I'm happy to play around. But if the AI doesn't build ships the entire war side of the game is fairly pointless.

Sectors are naff, but I hope the next DLC is a internal politics/government one and they get a thorough reworking then.
 

Cry_Havok

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Economy: Building upgraded buildings can implode your economy as all your workers jump to the upper tier jobs, and then suddenly you have no food or minerals. There has to be some fiox like "fill jobs to alleviate negative income first", possibly with a manual over-ride if you just need certain things right now.

Alloys: Ship costs need to be re-balanced for being made of a rare resource, particularly as things scale up. Base costs aren't that bad, but they get out of control because Alloys production doesn't scale up like minerals used to, and at least as I have seen so far the wildlife of the universe is based around old model ship prices, so I am going to assume the Khan and Crises are going to be utterly nuts compared to what anyone else can field.

Slave Market: AI buys up slaves instantly, making the market not usable as a buyer

Sectors: Make them larger and enable some sort of manual adjustment

War: Liberation war isn't working right, and is now behaving as all-or-nothing.

Piracy Patrols: Basically the worst thing ever and need to go away, either automate it, or just have it take off fleet cap.

Recurring issue: Ships still don't upgrade to jump drives properly, and seems like I am forger getting random ships that haven't upgraded right keeping my fleets from jumping.
 

Stars_and_Bars

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They are meant to be built on rural world, where you just don't have the population to handle commercial zone, can pretty much handle a rural world with robot production and/or gene clinic, luxury housing, worker/slave production boosting building and silo, which you mostly build when luxury housing is not required to reach the next 5 pop step. (add corporate culture monument if a megacorp)
I just build resource silos at starbases, for me it's way more useful.
 

Stars_and_Bars

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Slave Market: AI buys up slaves instantly, making the market not usable as a buyer.
Nah mate, you just don't see to understand how the market works. Supply and demand. There was always a demand for slaves, but only once the galactic market appear can you actually buy slaves. Eventually the supply will catch up with the demand if there are enough slave traders. It'll take a while, but it's the perfect opportunity for a slave trader. You have a market with captive demand, so all your slave exports will be absorbed by the market for many years. I've played as a slaver and eventually I over-saturated the market, but it takes a while. Generally the more empires there are, the longer it will take to reach market equilibrium. But you're right about one thing, this is a problem. In all the other market systems in the update, price was dictated by supply and demand, but for slaves you have price controls. That's just a bad economic system. Why would a slaver limit the price of their products? It should scale like every other commodity with supply and demand.
 

Ishae

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The piracy issues aren't TOO bad. A defense focused starbase in the middle of a long trade route can often take care of it without needing any patrols.
 

Barradrine

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The only urgent 'fix' for me is to get the AI to actually build fleets.

Everything else that needs fixing doesn't noticable detract from my experience and I'm happy to play around. But if the AI doesn't build ships the entire war side of the game is fairly pointless.

Sectors are naff, but I hope the next DLC is a internal politics/government one and they get a thorough reworking then.

same, i would say, just fix the ai, i can endure some bug, but see this ia get steamroll make the game so boring.
 

GothicEmperor

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Make L-Gates optional, a toggle in Game Details. I love the rest of Distant Stars, but the L-Gates just don't fit in well when there's already regular Gateways, crises and precursors. Not with every playthrough, at least.
 

wingren013

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Nah mate, you just don't see to understand how the market works. Supply and demand. There was always a demand for slaves, but only once the galactic market appear can you actually buy slaves. Eventually the supply will catch up with the demand if there are enough slave traders. It'll take a while, but it's the perfect opportunity for a slave trader. You have a market with captive demand, so all your slave exports will be absorbed by the market for many years. I've played as a slaver and eventually I over-saturated the market, but it takes a while. Generally the more empires there are, the longer it will take to reach market equilibrium. But you're right about one thing, this is a problem. In all the other market systems in the update, price was dictated by supply and demand, but for slaves you have price controls. That's just a bad economic system. Why would a slaver limit the price of their products? It should scale like every other commodity with supply and demand.
It should be an auction system that stays up for 1 month.