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I've come across a bizarre bug in my latest game, which may be related to the bugs other people are reporting about empty planets which still count as inhabited, where an AI empire has their empire capital on a tomb world with 0 pops and no buildings. The AI is, unsurprisingly, completely unable to fix this: I haven't been paying attention to this particular corner of the galaxy as I've been busy brutalizing my neighbours so I have no idea how they came to possess this world, but I'm pretty sure this was not their original capital world and they were likely forced here by an earlier war. I don't know what happened to the people who lived here but the empire that occupies the planet does not purge other pops.
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# ? Jun 8, 2019 17:41 |
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# ? Apr 25, 2024 10:53 |
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Canuck-Errant posted:As a determined assimiliator, I just integrated a vassal that had a slave caste. Now all those slaves are in my empire, but they can't work drone jobs and I can't do anything with them. This is a bug I've mentioned up thread. If you resettle them to another planet they will be able to have drone jobs as normal.
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# ? Jun 8, 2019 17:49 |
They should make repeatables tier 6, there are too drat many tier 5 techs now.Psychotic Weasel posted:I've come across a bizarre bug in my latest game, which may be related to the bugs other people are reporting about empty planets which still count as inhabited, where an AI empire has their empire capital on a tomb world with 0 pops and no buildings. The AI is, unsurprisingly, completely unable to fix this: I'm not sure if this is related, but one of my neighbours had one of his planets occupied by Deformed Creatures, and did nothing about it for decades. Then when I claimed it and went to war with them I found out I couldn't occupy it, giving them -150 to surrender (I just switched to them when they reached -149 and surrendered, since I wanted them as a subsidiary). Once I got it I couldn't figure out anything to do about it either.
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# ? Jun 8, 2019 18:16 |
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AI automated building needs a lot of work: I... acquired... a series of planets that were super close to each other. As a determined exterminator I was getting close to the point where I didn't want to manually manage any more planets so I put this one on automated. I constantly fed the sector minerals. This is basically all of my planets on a sector set to be research focused. Overbuilt refineries. High unemployment. I should note here that although the sector is set to automated, I manually set each of the planets in it to automated (because at the time I wasn't sure it was working).
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# ? Jun 8, 2019 18:47 |
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Uh, OK. We'll get right on that! Honestly, I had no idea setting their adjective to "murderous" would lead to comedic interactions like this one.
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# ? Jun 8, 2019 19:22 |
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Ice Fist posted:AI automated building needs a lot of work: Update: So if you plan on doing automated sectors make sure not to also make the planet automated in the planet interface. Because the interaction is apparently not good if there even is any. My guess is manually automating the planet overrides the sector focus. Here is a planet in the same sector that I had not set the planet itself to automated. Looks pretty good for a research sector planet.
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# ? Jun 8, 2019 19:25 |
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Ice Fist posted:AI automated building needs a lot of work: Probably a pie in the sky dream wish but it would be cool if instead of going "automate planet y/n" you could set a series of rules for what to build because my logic for what I decide to build is really simple but I know the AI would totally gently caress it up. Something like "always build gene clinic, autochthon monument, one holotheater, and then repeat build whatever is associated with the chosen planet specialization." Or just let me decide what each building slot will be in advance and then auto-build it when the planet reaches the required population.
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# ? Jun 8, 2019 19:33 |
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Gobblecoque posted:Probably a pie in the sky dream wish but it would be cool if instead of going "automate planet y/n" you could set a series of rules for what to build because my logic for what I decide to build is really simple but I know the AI would totally gently caress it up. Something like "always build gene clinic, autochthon monument, one holotheater, and then repeat build whatever is associated with the chosen planet specialization." Or just let me decide what each building slot will be in advance and then auto-build it when the planet reaches the required population. Ironically, Master of Orion III tried this with a spreadsheet with rules you could make for your AI-governeurs. It didn't work really well, but it worked a lot better then trying to manage hundreds of planets by yourself. I know Stellaris is a lot more complex, but something like this would really help in large-scale management.
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# ? Jun 8, 2019 19:38 |
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The AI being unable to reliably pick what to build in a sensible fashion is really bad in a game where the au is your enemy.
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# ? Jun 8, 2019 19:41 |
Habitats are pretty rad now. If you get special planets like a precursor world with 6 gas 10 energy and put a hab you get this.
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# ? Jun 8, 2019 21:19 |
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There appears to be some kind of bug with setting the planet type for hive minds (or maybe just dev swarms). Why is this guy a mining world? If your answer is based on the total number of potential districts, think again - because this guy is ALSO a mining world: There doesn't appear to be a "growing colony" equivalent I can choose manually, so it looks like the auto picker is just choosing one entirely at random. I've also got fresh colonies that turn into nest planets (the "bonus to complex drones" type).
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# ? Jun 8, 2019 21:28 |
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The fleet manager in this is a loving nightmare, why doesn't it autodelete empty fleets?! I'm going to put the stellaris UI designer through a table
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# ? Jun 8, 2019 22:38 |
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Grapplejack posted:The fleet manager in this is a loving nightmare, why doesn't it autodelete empty fleets?! I'm going to put the stellaris UI designer through a table
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# ? Jun 8, 2019 22:39 |
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MrL_JaKiri posted:Why is this guy a mining world? If your answer is based on the total number of potential districts, think again - because this guy is ALSO a mining world:drones" type). Yes the automated type picker is weird. I had tons of weird examples. Brand new colonies getting labeled forge or tech world. Generator planets with one mine getting labels mining worlds etc. Just pick them manually.
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# ? Jun 8, 2019 22:56 |
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The basic resource Planet Designations are the only good ones because they give +5-25% output, other than that, there seems to be little point designating a "Forge World" or "Industrial World" or "Tech World". They don't give bonus output, they just make the relevant buildings build faster, and cut down slightly on Specialist consumer good upkeep.
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# ? Jun 8, 2019 23:53 |
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Phobophilia posted:The basic resource Planet Designations are the only good ones because they give +5-25% output, other than that, there seems to be little point designating a "Forge World" or "Industrial World" or "Tech World". They don't give bonus output, they just make the relevant buildings build faster, and cut down slightly on Specialist consumer good upkeep. Yeah, I don’t quite know why they nerfed those. They used to be pretty okay, now they’re just mediocre.
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# ? Jun 9, 2019 00:09 |
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Gave up playing for a bit. How is performance these days? Since the planet update changing all the pops, Stellaris has been running like crap for me. Heard it was the same for a lot of people. Looking forward to relics actually doing something though.
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# ? Jun 9, 2019 00:22 |
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Thrasophius posted:Gave up playing for a bit. How is performance these days? Since the planet update changing all the pops, Stellaris has been running like crap for me. Heard it was the same for a lot of people. It’s still pretty bad. I just tried a huge galaxy and it ran at about a day per second, maybe a little faster. Googling around, it seems like getting rid of tiles killed performance on older machines (and some newer ones because lol paradox), so that’s a drat shame. I had exactly 1004 hours in this before the tiles change, and I doubt I’ll ever go back to it unless they seriously reverse course. Which they won’t do, mainly because they don’t have enough man or brainpower dedicated to this game anymore, and partially because it just makes them look bad. I knew this game was dead when they took Wiz off of it, to be honest.
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# ? Jun 9, 2019 00:54 |
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I have been losing hours to this game and I don't even realize how much time flies by while being the space mayor. I have a question about space warfare: zerg rush with corvettes or ride the tech tree until I get larger ships to back them up? The Maggor Alliance isn't on fire and I need to fix that.
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# ? Jun 9, 2019 00:58 |
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You have plenty of land, more to your northwest, just sit tight and tech up. And definitely tech up, bigger ships beat smaller ships, it only wraps around once you hit battleships.
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# ? Jun 9, 2019 01:06 |
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Thrasophius posted:Gave up playing for a bit. How is performance these days? Since the planet update changing all the pops, Stellaris has been running like crap for me. Heard it was the same for a lot of people. It's been fine for me every since that biiiig bug related to trade calculations and gateways got fixed.
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# ? Jun 9, 2019 01:10 |
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Yeah performance seems much better now than it did six or so months ago. I can actually play on 1000 star galaxies again.
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# ? Jun 9, 2019 01:27 |
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Palemdromes posted:It’s still pretty bad. I just tried a huge galaxy and it ran at about a day per second, maybe a little faster. Googling around, it seems like getting rid of tiles killed performance on older machines (and some newer ones because lol paradox), so that’s a drat shame. I had exactly 1004 hours in this before the tiles change, and I doubt I’ll ever go back to it unless they seriously reverse course. Which they won’t do, mainly because they don’t have enough man or brainpower dedicated to this game anymore, and partially because it just makes them look bad. I knew this game was dead when they took Wiz off of it, to be honest. Also the performance is better than it was before this patch and the new archaeology stuff is incredibly good so the post Wiz galaxy seems to be in good hands.
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# ? Jun 9, 2019 01:48 |
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I grabbed a mod to disable the particle limit so all of the spaceship bullets and missiles are visible and the game is handling it fine so far. Maybe this is the true power of 64 bit.
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# ? Jun 9, 2019 01:50 |
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Phobophilia posted:The basic resource Planet Designations are the only good ones because they give +5-25% output, other than that, there seems to be little point designating a "Forge World" or "Industrial World" or "Tech World". They don't give bonus output, they just make the relevant buildings build faster, and cut down slightly on Specialist consumer good upkeep. Yeah, amid all the great changes I have no idea why they nerfed the advanced resource planet designations. I have a research world that I'm running as a generator world because getting a bit more energy from a few generator districts seems to be a better deal. Weird.
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# ? Jun 9, 2019 03:56 |
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Is there any fix for the instantly-healing army bug that makes planets impossible to invade? It's stone-cold killed my current game, which was otherwise very interesting.
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# ? Jun 9, 2019 04:53 |
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Corbeau posted:Is there any fix for the instantly-healing army bug that makes planets impossible to invade? It's stone-cold killed my current game, which was otherwise very interesting.
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# ? Jun 9, 2019 07:07 |
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I had an extremely annoying bug where my armies would just vanish. I ended up building a colossus and blowing up most of the planets during the war in heaven because I literally couldn't invade them.
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# ? Jun 9, 2019 07:48 |
Phobophilia posted:The basic resource Planet Designations are the only good ones because they give +5-25% output, other than that, there seems to be little point designating a "Forge World" or "Industrial World" or "Tech World". They don't give bonus output, they just make the relevant buildings build faster, and cut down slightly on Specialist consumer good upkeep. At least in 2.3.1 it cuts down on the resources the job consumes (cgs or minerals), not the living standard upkeep. That was probably a 2.2 bug. So a researcher saves 0.4 cgs, which is roughly equivalent to a miner or technician getting 0.8 minerals/energy. Farmers are better off of course due to the base yield being 6 but that applies to a lot of things. The ring world research designation does suck (it's just +15% research) though. But getting research districts is still really good.
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# ? Jun 9, 2019 09:09 |
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poo poo haven't played this since there was tiles. This will be a sharp learning curve.
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# ? Jun 9, 2019 11:02 |
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Fed Fleets seem a bit off at the moment - mine was JUST corvettes because it was over the size cap and nobody could add other ship designs to it. They're always over their size cap but only since this patch does that seem to matter. And the precursor archeology thing I mentioned earlier - it's definitely just gone. No systems near me with the thing in it. What a shame!
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# ? Jun 9, 2019 11:59 |
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Grapplejack posted:I had an extremely annoying bug where my armies would just vanish. I ended up building a colossus and blowing up most of the planets during the war in heaven because I literally couldn't invade them. I just had this happen, it's indescribably annoying as it takes years and years to rebuild 3-4k army power which is what's needed to crack the defended enemy worlds. I also saw the army strength on my side wig out and register a couple of hundred thousand while invading a planet so that might be related.
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# ? Jun 9, 2019 12:01 |
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Sedisp posted:poo poo haven't played this since there was tiles. This will be a sharp learning curve. I was in the same boat. Not really. The two things I had to look up was the trade routes and the new jobs system, but it was just 15 minutes of reading tops. Welcome back!
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# ? Jun 9, 2019 12:09 |
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Savescumming the first 5ish years over and over to try to get the new precursors sucks e: yaaaaaaaaay finally Shugojin fucked around with this message at 13:26 on Jun 9, 2019 |
# ? Jun 9, 2019 13:14 |
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Hell yes the worm is here too I love the worm
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# ? Jun 9, 2019 14:09 |
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Getting Cybrex as a Machine race is basically cheating lol. I am just making GBS threads out pops as a Rogue Servitor right now. On another note, is there really no way except species wide to stop bio-pop growth without also stopping robot building?
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# ? Jun 9, 2019 14:41 |
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Shugojin posted:It's been fine for me every since that biiiig bug related to trade calculations and gateways got fixed. Maybe that's what was causing it for me. Didn't hear about that fix. I'll have to give it another shot and try running it through the exe like splicer said. Guess it wouldn't harm to have a few performance mods too. I'm on a really lovely laptop for the time being.
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# ? Jun 9, 2019 14:46 |
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Thrasophius posted:Maybe that's what was causing it for me. Didn't hear about that fix. I'll have to give it another shot and try running it through the exe like splicer said. Guess it wouldn't harm to have a few performance mods too. I'm on a really lovely laptop for the time being. If your performance was fine before gateways activated and then took an absolute poo poo as soon as they did, this was your problem.
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# ? Jun 9, 2019 14:53 |
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Noir89 posted:Getting Cybrex as a Machine race is basically cheating lol. I am just making GBS threads out pops as a Rogue Servitor right now. On another note, is there really no way except species wide to stop bio-pop growth without also stopping robot building? Can you not enable Population Controls under species rights?
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# ? Jun 9, 2019 15:14 |
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# ? Apr 25, 2024 10:53 |
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How long before the diplomacy distance issue gets fixed? I kinda want to squeeze in a run as a megachurch before the bug gets fixed
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# ? Jun 9, 2019 15:16 |