The most urgent fixes for 2.2

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Doomy

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i don't know if this is a bug or not, but a few things that weren't mentioned (or I haven't seem them mentioned) come to mind.

1. why am I not able to upgrade civilian ships (army transports, science ships, constructors) ?
2. Can we get some documentation on how terraforming is supposed to work? because i've terraformed cross-climate and the special features of a planet were lost. So from ocean to alpine for instance. Is this how it's supposed to work? can the stellariswiki be updated for this?
3. primitive observation doesn't yield any science.
 

Calvax

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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...

It would be a cool thing to have techs and policy’s for too. “VR Academy - +10% training time”, “Free education - +.5 consumer goods per pop, +20% training time”. Would also add a pop use for quick learners.
 

stumason

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i don't know if this is a bug or not, but a few things that weren't mentioned (or I haven't seem them mentioned) come to mind.

1. why am I not able to upgrade civilian ships (army transports, science ships, constructors) ?

That has been the way since 2.0

2. Can we get some documentation on how terraforming is supposed to work? because i've terraformed cross-climate and the special features of a planet were lost. So from ocean to alpine for instance. Is this how it's supposed to work? can the stellariswiki be updated for this?

Terraforming has always removed all blockers and any special tiles.

3. primitive observation doesn't yield any science.

Works for me - I'm getting 8 Social science from passive obs.
 

Snake_Squeezins

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Some kind of automated patrol setup along trade routes would be the top of my wishlist. As in let me assign a fleet to an entire route with a small number of clicks, and then further down the line, let me upgrade that fleet and have it back at work without starting the assignment process from scratch.
Update: A very kind and wise poster provided a temporary workaround for this while the rest of us petition for a one-button fix:

CONTROL+SHIFT while then clicking on the "Upgrade Fleet" button.

This will create a new upgrade order in front of the ongoing patrol order. The fleet will upgrade and then return to its patrol; you will not need to program the route all over again.
 

stumason

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Update: A very kind and wise poster provided a temporary workaround for this while the rest of us petition for a one-button fix:

CONTROL+SHIFT while then clicking on the "Upgrade Fleet" button.

This will create a new upgrade order in front of the ongoing patrol order. The fleet will upgrade and then return to its patrol; you will not need to program the route all over again.

Like with all other commands for all the other ships in the game... Say like for Science vessels automatically exploring - use ctrl+shift when a research project thing pops up, they'll scoot to that and do it, then return to auto explore.
 

Ramiren

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Federation fleets are broken. Ship designs do not update with new tech and it is impossible to create federation ship templates.
The AI doesn't seem to do much with their federation fleets either. I had my federation ally on one side of my empire and two enemies on the opposite side attacking me, the only path to them was through my empire. None of their ships left their territory, even the federation fleet.
 

and7rew

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I don't know if it is a bug or if I am missing something obvious but it seems like there is currently no way to disassemble robots. Even switching to robotic workers outlawed doesn't seem to do anything.
 

Cry_Havok

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Make fleets not choose paths through marauders and leviathans to reinforce through. I must have lost two dozen ships in one war through them taking asinine routes to reinforce and getting killed.
 

Annihilat0r

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Make fleets not choose paths through marauders and leviathans to reinforce through. I must have lost two dozen ships in one war through them taking asinine routes to reinforce and getting killed.
You can do that easily by blocking these systems manually in the system view. At least that's how it was working pre 2.2.

I would like to encourage everyone again to report specific bugs to the bug forum. This is not supposed to become a bug collection thread, but rather focus on bigger issues.
 

Flatbread_

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Apologies if any of this has already been mentioned, but i noticed some things the AI does weirdly while I was conquering a neighbor empire (a consuming swarm). Keep in mind that these things may have just been a fluke for that empire.

First, they don't like to build any upgraded buildings. I noticed this when I invaded my neighbor and noticed its planets had lots of level 1 forges, research stations, etc. It seems the AI doesn't like to invest resource upkeep. On one hand, this is kinda of a viable strategy, but it may also cause ai empires to struggle to keep up when they don't have the space to just spam level 1 buildings.

Additionally, the ai likes to build stations just for kicks. While conquering that same empire as above, i noticed that many of the stations i captured did not have any modules built. If they only have the funds to just build the station, then the ai needs to have the forethought to save their money.



Here is a bunch of other stuff that has come to mind. Mostly UI and QoL stuff.

I am sure balance stuff has been mentioned but fleet upgrades feel waaaaay too expensive. I remember having to spend about 3000 alloys on upgrading a roughly 12k fleet. Maybe this is similar to costs before 2.2, but this seems really high.

When i started conquering hive mind empire planets, they began to die off once i took the planet. REALLY. REALLY. SLOWLY. So I have about 70 pops slowly dying away while not working, but the UI doesn't reflect this very well and it shows me having 75 workers for 80 jobs when i actually have 5. From there it just seems to lead to a bunch of derpy interactions, such as "High Crime on planet X" when it's close to 0%.

I would like to have some more feedback on how much input to output a building at full capacity generates. I still don't know how much mineral an alloy foundry consumes, I just wing it.

Hovering over built buildings to see how many pops are working there would be a nice ui QOL instead of switching tabs back and forth. Overall, I think planet stats could be organized much better so players don't have to dig around so much.

Being able set up placeholder ques for planet construction would be huge. Currently I have to go through each planet every five or so minutes and just build as i go. It's hard to plan out specific roles for planets when you have to keep track of over 30. I might have to break out MS Excel for this. Being able to preemptively plan out the next 10 slots for a planet and initiate them when ready would be great. Think of it like using blueprints in factorio.

Being able to select more than one building for mass disabling and such would be nice (maybe i can and im just dumb?)

Please, please, please let us decide the order in which fleets are listed on the UI and in fleet manager. Currently, I have patrol fleets mixed randomly with my big fleets, and I would prefer all my big fleets listed first. This really was not much of an annoyance in past versions, but no we have to manage a bunch of tiny patrol fleets. There is a way to switch the order, but it involves creating fleets and transferring ships which becomes extremely tedious.

Speaking of patrols and piracy, it's a pain. I like the idea, but in practice it's tedious and dissuades me from exploring the new trade mechanics because that means making more tiny patrols that clutter the ui and map and takes up valuable fleet size. It's also hard to tell which is my military fleet and what is a patrol on the galaxy map because they use the same symbols. And, if they are in the same star, i cant just click the icon on the map because it will select them both. I also noticed the ai sometimes won't do anything during wars because they are using their fleets to patrol. My ally neighbor was useless because he wouldn't defend his territory from attack since he needed his fleet to patrol.

Piracy patrols should be separated from military fleets, perhaps the military is used when pirates spawn. But i think there should be some kind of "space cop patrol" mechanic instead. Civilian patrol ships with civilian rules (auto upgrade, don't affect fleet power, etc.) They wouldn't be able to fight (or at least well) against actual military ships. This also means that the military UI would be less of a clutter since the patrols would be under a separate category with different map symbols. I imagine the AI may have an easier time managing 2 separate mechanics instead of balancing 2 intertwined systems; though, I know nothing about coding AI.

Let us draw out patrol routes. So instead of A --> B we can do A --> B --> C and so on. It's super annoying when I make a route and it paths around a piracy system forcing me to make 2 patrols when 1 would've been enough. (I already tried Shift + Click, it didn't seem to work)Let us draw out patrol routes. So instead of A --> B we can do A --> B --> C and so on. It's super annoying when I make a route and it paths around a piracy system forcing me to make 2 patrols when 1 would've been enough. (I already tried Shift + Click, it didn't seem to work)

Oh and finally, fallen empires currently hold the top 3 spots for score on the victory page. They probably shouldn't be included for victory since for most of the game all they really ever do is sit around and occasionally yell at kids to stay off their lawn.
 

EktorGomes

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The most urgent fix is the AI, it is so bad! It can't even upgrade buildings, doesn't seem to use the market, never use the slave market, don't build strong fleets, can't wage war effectively (most wars end with a single system changing ownership). 2.2 is great, but the AI is honestly awful, someone needs to develop an actual working AI for the game, it isn't unplayable but it takes away a whole layer of fun from the experience.
 

Giskler

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Sectors are incredibly stupid, there must be something wrong with the code. I have 1 core sector and a million frontier sectors, most of them with 1 planet each, even if they are literally right next to each other.
 

amocpower

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3. Robots feel broken. They take forever to assemble and I can't even choose which template to build. At least I did not figure out how.

You open "pop window" and click to here(see pic 1)

stellaris 1.jpg



So you can choose on right side "wich template" you want to build. Its same for Bio pop, too.
stellaris 2.jpg



Problem is not to build different Templates, big issue is you can´t put them to job "you want". So there bonus is nearly useless for most case.
 
Last edited:

Mike6979

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Stumason, you may think you are getting 8 science for an observation post but you are not. I counted my Soc science before and after building 3 Obs posts and nothing was added. Definite bug.

People saying 'just fix the AI', I can't even understand that... So the leaders with no traits are fine? The Authoritarian civic being bugged is fine? How about terraforming to Gaea? This is a giant pile of bugs and no balance that was shoved out the door to get Christmas money. They knew it was like this and released it anyway... not a way to make me happy.
 

Annihilat0r

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You open "pop window" and click to here(see pic 1)

So you can choose on right side "wich template" you want to build. Its same for Bio pop, too.

Problem is not to build different Templates, big issue is you can´t put them to job "you want". So there bonus is nearly useless for most case.

I was certain I had already tried that, but just to be sure I started the game again and clicked on the robot - nothing happens. I think I read somewhere that you have to have some sort of population controls enabled for that? Can you confirm that? Because that sounds like a bug to me.
 

Mikhail_Mengsk

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Speaking of patrols and piracy, it's a pain. I like the idea, but in practice it's tedious and dissuades me from exploring the new trade mechanics because that means making more tiny patrols that clutter the ui and map and takes up valuable fleet size. It's also hard to tell which is my military fleet and what is a patrol on the galaxy map because they use the same symbols. And, if they are in the same star, i cant just click the icon on the map because it will select them both. I also noticed the ai sometimes won't do anything during wars because they are using their fleets to patrol. My ally neighbor was useless because he wouldn't defend his territory from attack since he needed his fleet to patrol.

Piracy patrols should be separated from military fleets, perhaps the military is used when pirates spawn. But i think there should be some kind of "space cop patrol" mechanic instead. Civilian patrol ships with civilian rules (auto upgrade, don't affect fleet power, etc.) They wouldn't be able to fight (or at least well) against actual military ships. This also means that the military UI would be less of a clutter since the patrols would be under a separate category with different map symbols. I imagine the AI may have an easier time managing 2 separate mechanics instead of balancing 2 intertwined systems; though, I know nothing about coding AI.

This so much. Aside from AI, this is by far my biggest issue with 2.2
 

Mikhail_Mengsk

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People saying 'just fix the AI', I can't even understand that... So the leaders with no traits are fine? The Authoritarian civic being bugged is fine? How about terraforming to Gaea? This is a giant pile of bugs and no balance that was shoved out the door to get Christmas money. They knew it was like this and released it anyway... not a way to make me happy.

AI not working is a game-breaking problem.

All those things are annoying, but not game-breaking.