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Antillie
Mar 14, 2015

yikes! posted:

I love having an unemployed specialist pop every time i upgrade the colony building at 10 pops. I know I can fix it (if I catch it in time) by closing all ruler jobs and re-opening them but it's so annoying and has been around forever. Why the hell hasn't it been fixed already.

What? How do you fix this? Just disable the ruler jobs for a day or two and then turn them back on? This bug has been happening to me for ages. I've had to resort to mods that massively reduce demotion time to keep the little red unemployment icon from driving me mad.

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Gort
Aug 18, 2003

Good day what ho cup of tea

pmchem posted:

ok, so they didn't incoporate glavius at all. that's what I thought, the AI is too bad for that.

they incorporated some of it and literally thanked Glavius in the patch notes

Dee Ehm
Apr 10, 2014
I have once again gone through the endless cycle of playing the new Stellaris expansion, getting frustrated by all the micro, inexplicable design decisions, oversights and bugs, and losing interest around the start of the mid-game.

The game has a terrible problem of not giving enough information. I upgraded my species to cybernetics only to discover that only my founding species of my multicultural empire got the bonus for free from the project, and all other species would take huge penalty. My founding species had become a minority and it tanked my economy. Earlier I had to status quo out of a war because my ally wanted a claimed system but there was no way to tell what system it was because the tooltip just said "and more" for the wargoal.

Not to mention the tedious micro of the planets, the inexplicably slow pop growth later on in the game (got a relic world and refurbished a ring world and can't grow pops on them because I'm already too big). Plus trade and fleet management.

Anyways, I'll see you all next expansion I guess as I once again fail to learn my lesson. I'd so rather them deal with the glitches, unintuitive mechanic interactions, and churn rather than throw in another new system to layer on the pile.

pmchem
Jan 22, 2010


Dee Ehm posted:

Anyways, I'll see you all next expansion I guess as I once again fail to learn my lesson. I'd so rather them deal with the glitches, unintuitive mechanic interactions, and churn rather than throw in another new system to layer on the pile.

never gonna happen if you keep buying full price at release

HelloSailorSign
Jan 27, 2011

Antillie posted:

What? How do you fix this? Just disable the ruler jobs for a day or two and then turn them back on? This bug has been happening to me for ages. I've had to resort to mods that massively reduce demotion time to keep the little red unemployment icon from driving me mad.

Interesting, I've never encountered this.

George Sex - REAL
Dec 1, 2005

Bisssssssexual
There was a time that I liked this game. I think it was before the changes to the travel/engine types. Not entirely sure what was different then.

There are so many systems in place. Many of them are pretty unsatisfying, frustrating. Archeology is anomoly research with extra screens. Espionage is archeology, but worse. Megacorps are regular civilizations, but more micro heavy and therefore bad.

Modifiers upon modifiers, some work like others but many work in their own special way.

They've added so much to this game it feels bloated beyond recognition and yet I feel nothing but emptiness, indifference, in trying to figure it out. I'm only bothered.

The galactic council was a good addition, though.

QuarkJets
Sep 8, 2008

HelloSailorSign posted:

Interesting, I've never encountered this.

Same, I never ever see an unemployed ruler after upgrading my colony ship at 10 pops. I play with no mods, could be a weird mod interaction? Googling around, some people on reddit are reporting that the Civics and Ethics Alternatives mod can cause this

Late game I'll sometimes get unemployed rulers, but I know exactly why: it happens when I ruined or destroyed a building that had been providing a ruler job, such as a research institute, or because I reduced a planet's population below some threshold (once you finish Prosperity traditions, you get +1 merchant per 50 pops; merchants are ruler class)

KirbyKhan
Mar 20, 2009



Soiled Meat

Dorkopotamis posted:



They've added so much to this game it feels bloated beyond recognition and yet I feel nothing but emptiness, indifference, in trying to figure it out. I'm only bothered.


Same, except instead of bothered I'm loving it. I just pause and unpause carefully considering the things I do not understand then let the mechanics wash over me.

KirbyKhan
Mar 20, 2009



Soiled Meat

QuarkJets posted:

Same, I never ever see an unemployed ruler after upgrading my colony ship at 10 pops. I play with no mods, could be a weird mod interaction? Googling around, some people on reddit are reporting that the Civics and Ethics Alternatives mod can cause this

Late game I'll sometimes get unemployed rulers, but I know exactly why: it happens when I ruined or destroyed a building that had been providing a ruler job, such as a research institute, or because I reduced a planet's population below some threshold (once you finish Prosperity traditions, you get +1 merchant per 50 pops; merchants are ruler class)

I get the big, but since you don't I think it's tied to the civics that change your ruler type. I'm running Oligarchic Spiritualist High Preist thing and that bug hits every planet that pops 10. I kinda dont care tho

Infinite Karma
Oct 23, 2004
Good as dead





I just had an event pop that hosed my entire campaign, I'll probably have to abandon the game completely.

I found some non-spacefaring civilization, and in the span of 10 years, they became spacefaring, and became basically an awakened fallen empire, before Titans and megastructures have unlocked by year. They became aggressive, and spawned with 400k in fleets (including a single 250k fleet), when I was dominating the game at that point with 3x 20k fleets (all other empires I had intel on were Pathetic in fleet strength). Then they went to war with me and have conquered half my empire before I could even get my fleets nearby to try and contain them.

Is this a mod event? Or just some new stupid thing?

edit: It was the Gigastructures mod. How dumb.

Infinite Karma fucked around with this message at 00:38 on Apr 21, 2021

feller
Jul 5, 2006


QuarkJets posted:

Same, I never ever see an unemployed ruler after upgrading my colony ship at 10 pops. I play with no mods, could be a weird mod interaction? Googling around, some people on reddit are reporting that the Civics and Ethics Alternatives mod can cause this

Late game I'll sometimes get unemployed rulers, but I know exactly why: it happens when I ruined or destroyed a building that had been providing a ruler job, such as a research institute, or because I reduced a planet's population below some threshold (once you finish Prosperity traditions, you get +1 merchant per 50 pops; merchants are ruler class)

I don’t play with any mods but tiny outliner v2 and this was happening before I installed it.

It’s interesting that you don’t get the bug but tbh jumping straight to “it’s your mods dummy” is a bit insulting

Noir89
Oct 9, 2012

I made a dumdum :(

Infinite Karma posted:

I just had an event pop that hosed my entire campaign, I'll probably have to abandon the game completely.

I found some non-spacefaring civilization, and in the span of 10 years, they became spacefaring, and became basically an awakened fallen empire, before Titans and megastructures have unlocked by year. They became aggressive, and spawned with 400k in fleets (including a single 250k fleet), when I was dominating the game at that point with 3x 20k fleets (all other empires I had intel on were Pathetic in fleet strength). Then they went to war with me and have conquered half my empire before I could even get my fleets nearby to try and contain them.

Is this a mod event? Or just some new stupid thing?

I think this is from Gigastructures? I don't use it myself but a lot of people have mentioned som weirdly powerful event civ from it in the thread.

bob dobbs is dead
Oct 8, 2017

I love peeps
Nap Ghost
thats the katzen, go play the risk minigame to beat them

yeah its from the mod. theres options at the beginning of the game to make them not appear, sometimes appear, or be 60x stronger

Infinite Karma
Oct 23, 2004
Good as dead





bob dobbs is dead posted:

thats the katzen, go play the risk minigame to beat them

yeah its from the mod. theres options at the beginning of the game to make them not appear, sometimes appear, or be 60x stronger
Looks like. Guess I'll be turning that off.

Is there a minigame to beat them besides "give them everything they want to placate them until you can beat them fair and square?" I didn't see anything besides some dumb dialogue events that were cede more systems, or not cede more systems.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

yikes! posted:

It’s interesting that you don’t get the bug but tbh jumping straight to “it’s your mods dummy” is a bit insulting
The issue you outlined happens to me all the time too and I agree its rude to jump to the assumption that it is mods without even asking.

Like yeah I laughed at that one guy that told Paradox to investigate whether mods were causing a minor issue he had, but if a poster doesnt say either way I would definitely ask.

bob dobbs is dead
Oct 8, 2017

I love peeps
Nap Ghost

Infinite Karma posted:

Looks like. Guess I'll be turning that off.

Is there a minigame to beat them besides "give them everything they want to placate them until you can beat them fair and square?" I didn't see anything besides some dumb dialogue events that were cede more systems, or not cede more systems.

theres the solakians and the eziosomething something. an entire fuckin game of risk shoved in there. triggering both rebellions is nearly mandatory

i send the envoy and buy ships to ally them while they conquer the rest of the galaxy and I shove all my resources into risk, then get all of my like 300k in fleets and a colossus together and kite the moon to the other end of the system and kill it while flusion gets pacified. you need to sabotage the moon for this. havin your own attack moon also a deec option

the 60x, you need acot and a late rear end midgame start option to have a chance at. basically youre gonna need some behemoth planetcraft

bob dobbs is dead fucked around with this message at 00:52 on Apr 21, 2021

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Baol spoilers: My pacifist tombworld start just got turned into a gaia world full of peaceful nu-Baol. Good feels.

Antillie
Mar 14, 2015

QuarkJets posted:

Same, I never ever see an unemployed ruler after upgrading my colony ship at 10 pops. I play with no mods, could be a weird mod interaction? Googling around, some people on reddit are reporting that the Civics and Ethics Alternatives mod can cause this

I've never even heard of those mods. But then again I am not much of a mod user. I have some graphical enhancement mods, tiny outlier v2, and a reduced demotion time mod. I guess I can do a game with them all turned off and find out.

Leal
Oct 2, 2009

Splicer posted:

Baol spoilers: My pacifist tombworld start just got turned into a gaia world full of peaceful nu-Baol. Good feels.

Getting Baol as a devouring swarm is some real bad feels

Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM

Leal posted:

Getting Baol as a devouring swarm is some real bad feels

My favorite was getting it as Determined Exterminators.

William Bear
Oct 26, 2012

"That's what they all say!"

Splicer posted:

Baol spoilers: My pacifist tombworld start just got turned into a gaia world full of peaceful nu-Baol. Good feels.

Getting Baol as your predecessors is funny as a xenophobic or genocidal empire.

"Thank you, Nu-Baol friends, for turning our planet into a lush paradise world. Now, if you'll just turn the other way while our extermination squads ready your reward..."

:commissar:

Horace Kinch
Aug 15, 2007

Has anyone discovered a way to brute-force a first contact with console commands? I have one that keeps getting stuck in a loop. As soon as I reach a breakthru it goes back to step one.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

Gort posted:

they incorporated some of it and literally thanked Glavius in the patch notes

With a heavy rework, but yeah. Glavius certainly got results, but it wasn't exactly a pretty system - there was lots of script that didn't work at all and buildings set to 9000000 weight etc. I assume he just kept adding stuff until he got the results he wanted. Which was still better than the almost-nothing 2.2 shipped with, of course.

Jazerus
May 24, 2011


Darkrenown posted:

With a heavy rework, but yeah. Glavius certainly got results, but it wasn't exactly a pretty system - there was lots of script that didn't work at all and buildings set to 9000000 weight etc. I assume he just kept adding stuff until he got the results he wanted. Which was still better than the almost-nothing 2.2 shipped with, of course.

yeah it's a testament to how hard writing stellaris AI is that glavius (who seems to have an undemanding sysadmin or programming job) spent like half of his workday AI modding off and on for years and it's still a brute force solution that can't really account for things like mod buildings or specialize planets very effectively

pmchem
Jan 22, 2010


Jazerus posted:

yeah it's a testament to how hard writing stellaris AI is that glavius (who seems to have an undemanding sysadmin or programming job) spent like half of his workday AI modding off and on for years and it's still a brute force solution that can't really account for things like mod buildings or specialize planets very effectively

starnet seems to have fixed a ton of AI problems, including economy problems, but AFAIK PDX has not taken any fixes from it. I haven't followed the news in detail though.
https://steamcommunity.com/workshop/filedetails/?id=1712760331

it just feels like PDX is going the bethesda model where the base game is janky as gently caress and they expect layers of player-created mods to fix it

I hate the bethesda model. But at least in their model, once I bought skyrim, I didn't also feel like I was supposed to buy DLCs 2x-3x a year, forever.

HelloSailorSign
Jan 27, 2011

Leal posted:

Getting Baol as a devouring swarm is some real bad feels

Well then why are they Delicious?

Maybe they like it who knows.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

Jazerus posted:

yeah it's a testament to how hard writing stellaris AI is that glavius (who seems to have an undemanding sysadmin or programming job) spent like half of his workday AI modding off and on for years and it's still a brute force solution that can't really account for things like mod buildings or specialize planets very effectively

I don't know if it's hard precisely, but there are a number of difficulties which makes it tricky for a modder to address. If nothing else, there's little documentation or error reporting to let someone learn what things do or tell them why it isn't working. Another problem is the whole system is set up to work on a job by job basis rather than addressing total planet needs/labour force, nevermind total empire needs. Another problem is also that calculating every pop job in real time kills performance, so shortcuts are used to process them in batches, but this makes the entire system less able to respond to changes. I don't believe the job system can be fixed by a modder, or even by a scripter within PDS, it would require code changes - most especially for amenities production to just make what's needed rather than trying to fill job slots. Also lacking amenities should start building a penalty rather than instantly slamming your planet into revolt warnings.

Grouchio
Aug 31, 2014

God loving damnit my 2.8 mod collection that was merged in Irony Manager got some of it's mods updated SOMEHOW and now it's useless! I'm not ready for 3.0! :bang:

Bremen
Jul 20, 2006

Our God..... is an awesome God

pmchem posted:

I hate the bethesda model. But at least in their model, once I bought skyrim, I didn't also feel like I was supposed to buy DLCs 2x-3x a year, forever.

To be fair, you don't have to buy the DLC for Stellaris either, and not doing so gets similar results to owning Skyrim (game remains the same). Kind of better, even, since in my experience 80% of what I want is in the free patches anyways.

My opposition to the Paradox DLC system is actually that it feels like an enormous obstacle to new players, not that I object to getting major gameplay updates 2x a year or so with the option to pay more for what's generally flavor stuff (which I frequently pass on, at least until it goes on sale - I wanted my economy overhaul but I don't really care about becoming the crisis).

Bloody Pom
Jun 5, 2011



Really my only complaint is that the new launcher regularly causes 'outdated' mods that should be version-agnostic (flag, namelist packs etc) to break due to not recognizing the descriptor file.

Jazerus
May 24, 2011


Grouchio posted:

God loving damnit my 2.8 mod collection that was merged in Irony Manager got some of it's mods updated SOMEHOW and now it's useless! I'm not ready for 3.0! :bang:

i made two merged copies just in case. honestly depending on which mods, it's probably recoverable - only the major mods got early access to the update and most of them have 2.8 legacy versions on the workshop, and probably a small mod you could fix yourself.

by the way in case anyone with a big mod list isn't using irony - use irony. the conflict resolver is unbelievably useful and the only way to get everything working properly, no matter how much you fiddle with load order you'll have mods crashing into each other on core files like ascension perks once you start using mods that tangentially touch the same files.

also on that note, i feel the need to plug a relatively new mod called giga diversity. this is a compatibility/feature merge mod for lists containing guilli's mods, planetary diversity, and gigastructures which makes their planet classes, modifiers, megastructures, etc. interact better, and there is a 2.8 version on the workshop for people who haven't embraced the Dick yet

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Lol, first game in Nemesis with robits, took the wrong start for machine worlds and got some other thing instead, and wow the district changes are weird, I can barely expand it feels like

I'm desperate for minerals

e: I'm anal probing some racist renaissance dorks, uplifting some not-racist cavemen, moved some gas giant guys to some other gas giants, and on the other end of the galaxy the other player in the game is penned in by 3 ai empires lol

RBA Starblade fucked around with this message at 05:17 on Apr 21, 2021

QuarkJets
Sep 8, 2008

yikes! posted:

I don’t play with any mods but tiny outliner v2 and this was happening before I installed it.

It’s interesting that you don’t get the bug but tbh jumping straight to “it’s your mods dummy” is a bit insulting

That's not what I said, but if you want an excuse to feel outrage over I guess I don't mind being the target.

The point is that multiple people are saying it's not something they encounter, so there's probably some specific state that's causing the issue

Baronjutter
Dec 31, 2007

"Tiny Trains"

Of all the ways I thought paradox could help address late game bloat and slowdown, this wasn't it.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?
To be fair in 90% of cases people showing up with a weird issue in this thread end up having some mod be the issue.

It's definitely a fair assumption.

Phosphine
May 30, 2011

WHY, JUDY?! WHY?!
🤰🐰🆚🥪🦊
It doesn't happen to me every time, but it happens often. It's definitely vanilla.

What happens is the colony administration provides two specialist Jobs, and the next upgrade provides two ruler jobs and one specialist. When it is finished, two workers are immediately promoted to rulers, leaving one specialist unemployed, instead of promoting the two specialists.

I'm not sure why it wouldn't happen always, maybe something with traits or living standards or other bonuses affecting pop job weights, but disabling one colonist job before works because it assigns unemployed before it promotes workers. Could also be a timing/race condition in the code, if the new jobs appear and are managed before the old ones are removed or something.

Omnicarus
Jan 16, 2006

Stellaris is a fun game and I like watching my little ships go around the cosmos and looking at the pretty stars

bob dobbs is dead
Oct 8, 2017

I love peeps
Nap Ghost
but blood is tasty

e: ok this was a funny thread to mispost in

bob dobbs is dead fucked around with this message at 07:16 on Apr 21, 2021

Antillie
Mar 14, 2015

bob dobbs is dead posted:

but blood is tasty

e: ok this was a funny thread to mispost in

This actually fits with devouring swarm and livestock slavery. So its not really out of place.

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Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

bob dobbs is dead posted:

but blood is tasty

e: ok this was a funny thread to mispost in

This was a mispost?

:v:

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