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Eladrin

Stellaris Game Director
Paradox Staff
Apr 4, 2019
1.219
40.581
www.paradoxplaza.com
Hi! Let’s get straight to it!

The 3.4.4 ‘Cepheus’ patch is planned to be released sometime next week if everything goes well. Here’s a preliminary list of things that will be included.

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########################## VERSION 3.4.4 ###########################

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  • Improvements
    • Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
    • Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
    • Imperial Fiefdom changes
      • The Imperial Fiefdom overlord is now barred from terms that allow it to join offensive wars of their subjects.
      • Every member of the empire that does not start with the overlord nearby will start with a small overlord colony/outpost in the vicinity.
      • The overlord's empire will be connected by 'Derelict Gateways' that the overlord can use, but which become ruined once the civil war starts
      • Changed it so players can remain loyal to the overlord when the civil war begins, if they so wish. The AI will always go independent.
    • Added Hydroponics Station designation for habitats. This designation removes 2 housing from Habitation Districts in exchange for adding 1 farmer jobs.
    • Planetary automation will now seek to clear blockers as soon as there is any need. It now uses the same formula as the indicator on the outliner: i.e. if it is limiting the number of districts OR if there are buildings that could be built by clearing the blockers OR if planet growth speed is reduced (previous behaviour was to only check the first of those).
    • Made some clarifications for the Shroudwalkers, so it is clearer what asset you are getting from them and how the planet modifier works.
    • Criminal pops no longer reduce the efficiency of criminal syndicate branch offices
    • Quantum Catapult event art image added
    • Hyper Relay event art image added
    • New Overlord music track will now play in the main menu
    • Tooltip now mentions that setting up vassal resource sharing will prevent the affected resources from being traded in regular trade deals later
    • Empires created by releasing sectors or from status quo peace deals now have some starting resources to not immediately suffer deficits.
    • Clarified that Subjugation War Terms only apply to Vassals and Subsidiaries.
    • The tooltips for Resource Contribution terms now inform you that they block trade deals for the resources involved.
    • The Reemployment Center holding now shows when the next zombie will be created.
    • Spawning Pools and Progenitor Nests are now under the Pop Assembly building category.
    • Added subjugation agreement caps of +1,000 / -10,000
    • Refined the Teachers of the Shroud requirements tooltip.
    • Clarified that Progenitor Hives can only release sectors if they do not have the devouring swarm civic.
    • Players will now be notified when their Overlord has built Holdings on their planet
    • Starbase Transit Hubs now also fulfill the necessary requirement for slaves or non-sapient robots to automatically migrate from planets in the system.
    • The dividend event now specifies which enclave is paying its dues.
    • AI logic for voting on Free Migration has been adjusted to more strictly align with Xenophile/Xenophobe ethics
    • AI 10 year voting cooldown extended to now apply to other diplo actions like declaring war etc
    • Clarified the tooltip for the Strip Mine decision.
    • Added a setting to Galaxy Setup that permits the disabling of L-Gates.
    • Planetary Automation will now build pre-emptively if there are 0 jobs available on a planet or if there is an unemployed pop that can work a job from the suggested building. This should solve both the case where we shouldn't make specialist jobs for slaves but also allows us to preemptively build more jobs to allow for auto migration.
    • Added an Upgrade module to the Planetary Automation such that players can now enable/disable automatically upgrading buildings on their planets

  • Balance
    • Ships now gain 5 exp per day in battle instead of 1.
    • Doubled the base unity output of telepaths.
    • Unified effects for Citadel of Faith, Auto-Curating Vault and equivalent buildings.
    • The Shroudwalkers have learned their lesson, and will no longer teach any Fanatic Purifiers about the Shroud. The Fanatic Purifiers will have to look for another origin now.
    • Bulwark Battlewright aura now provides 0.25% hull regen per day.
    • Bulwark Watch network effect no longer spawns too many armies. Instead it increases planetary stability by 5.
    • Being an overlord now imparts a -1000 penalty to diplomatic requests to be subjugated.
    • The Ministry of Science and Vigil Command now have an empire limit of 1.
    • The upkeep of Overlord Beholder jobs now scale with the tier of the Bulwark subject (and thus the increase in the defensive platform cap).
    • Reworked the Ministry of Science holding. It no longer provides increased research speed for the overlord depending on the number of science ships in orbit of the subject's planet. Instead it now gives subject researchers (or calculators or brain drones) research output for the overlord, with an appropriate increase in upkeep.
    • The Orbital Assembly Complex now increases the effects of modules built on the planet's orbital ring.
      • Habitation Modules provide +0.5 building slots.
      • Orbital Shipyards gain +1 Shipyard capacity.
      • Orbital Anchorages provide +2 Naval Capacity.
      • Planetary Defense Guns and Batteries support +1 Defensive Platforms.
    • Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. This will also affect the regeneration of leviathans and other entities that make use of these ship components.
    • Retrofitting ships will no longer pay out the resources left over after the retrofit costs have been applied.
    • Effects that granted modifiers to ship upgrade costs have been replaced with other modifiers. It should no longer be possible to be in a situation where it is cheaper to build empty ships and then upgrade them than to build them correctly right away.
    • Significantly reduced the amount of time it takes to build Ion Cannons. Reduced the base cost and upkeep of Ion Cannons, but they are now affected by components.
    • Reduced weighting for clerks as pops seemed to really want to work as them instead of miners
    • Merc dividends no longer give ships when the patron is near or above their naval cap.
    • Moved bonus resource storage for silos from tech_global_production_strategy to tech_construction_templates
    • If you declare a force ideology war on an empire, all non-gestalt overlords and subjects that are called into the war will also be subject to the force ideology effect.

  • Bugfixes
    • Fixed the notification message for forced approval of a negotiated agreement (due to lack of influence) saying the proposal was declined
    • Fixed ETA not being displayed in the fleet view
    • Progenitor Hives can now lease fleets without them being debuffed
    • AI will now no longer stop all colonisation during lategame crises. (Its instruction to not attempt to colonise and instead focus on war now expires in the midgame)
    • Khan should no longer be hostile to mercenaries.
    • Admirals no longer abandon their post on leased fleets.
    • Planetary automation will no longer seek to build gene clinics if you are a synthetically-ascended empire.
    • Fixed issue where planetary automation would upgrade Necrophage Centers of Elevation (which is often undesirable as it may lead to you running out of necrophytes)
    • Newly colonized planets will now have their planet automation turned on if they are in an automated sector
    • You can no longer build an orbital ring around a planet with a destroyed orbital ring.
    • When an orbital ring is destroyed, the planet owner gains ownership of the ruined ring immediately.
    • Fixed broken tooltip for destroyed orbital rings.
    • The Salvagers no longer introduce themselves to void dwelling empires as soon as they finish researching any technology.
    • Mercenary fleet contract can now be terminated after vassal has been integrated
    • Added localization for Imperial Fiefdom opinion modifiers.
    • Traditions will now be properly transferred to vassals created from sectors
    • Fixed "Proceed" button in the vassal agreement terms renegotiation menu sometimes being inactive
    • Fixed template with an unnamed flag causing issues with game loading
    • Fixed modifying a species (via the species modification interface) applying default species rights instead of the rights of the species you were modifying (particularly painful if default rights were assimilation)
    • Fixed possibility to set gender specific ruler titles, for example King and Queen
    • Fix some issues with display of leader names
    • Corrected “Message in the Canopy” archaeology site outcome options
    • Vassal loyalty tooltip in subjugation view now includes full breakdown information
    • Fixed relay network modifiers being removed after specialist vassal levels up
    • Fixed missing localization in mercenary admiral tooltip
    • You can no longer declare wars of vassalisation against Inward Perfectionists.
    • You cannot use a secret fealty wargoal if you are at war with the overlord of the empire that has sworn fealty to you.
    • Medium Crystal Plating no longer displays the tooltip for the Bulwark Battlewright.
    • Expel Corporation wars now close branch offices on your planets and those of your subjects belonging to the targeted MegaCorp
    • The Manifesti faction now use their faction icon.
    • Pacifier colossus weapon can now target machine and hive worlds.
    • The Traditionalist faction in empires with the Teachers of the Shroud origin now approves of following the teachings of the Shroudwalkers.
    • Changed Subjugation War Terms to no longer apply invalid terms for Subsidiaries (such as integration allowed).
    • Become the Crisis Bring into the Fold wargoal now respects your subjugation policy.
    • Become the Crisis Bring into the Fold wargoal now causes subjugated empires to become subsidiaries if the BtC empire is a megacorp
    • Empires that are Brought into the Fold by a Scion now correctly convert to the Scion preset (as do their subjects)
    • Subjects are now informed that they have a -50% penalty to diplomatic weight.
    • Subjects that bounce between vassal/subsidiary and protectorate states should now correctly gain the protectorate bonuses whenever they become a protectorate.
    • The Khan no longer counts as a Satrapy and thus can invade planets.
    • Subsidiaries created via subjugation war now inherit the base subsidiary agreement restrictions
    • Fixed slave armies not being trainable.
    • Splitting Imperial Fiefdom Overlord can no longer cause systems with shared ownership of planets
    • Hive-minds that reform into having the Memorialist civic no longer need to restart the game to build galactic memorials.
    • Mercenary Captains no longer display localisation keys.
    • Fixed the tooltip for the tier 3 orbital ring requesting the wrong capital building.
    • Implemented the Subterranean Nation modifier directly into the origin so any empire that inherits the origin will gain the modifiers.
    • Subterranean/Mantle Dwellers now correctly have the Cave Dweller trait.
    • Fixed Terravores claiming that they could build Organic Sanctuary holdings.
    • The tooltip for Habitat Administration buildings now lists the effects of colonist jobs for Void Dwellers.
    • The job description of colonists now states that they can provide minerals instead of food.
    • Fixed megacorps creating more megacorps from wars in some cases where the origins of the newly created empires weren't set correctly.
    • Signs of the Locus now checks for the correct diplomatic stance. In addition, it now checks your border policy as well.
    • Strongholds no longer benefit from Resistance is Frugal
    • Borderless Authority and Personal Oversight correctly increase the number of subject holdings overlords can build.
    • Fixed "Shroud Stench" planetary modifier lacking an icon
    • Updated tooltip for how to unlock branch office buildings.
    • Resized and moved the upgrade button for orbital rings.
    • Fixed a tooltip in the Situations interface showing erroneous information ("outcome in -65 months") if the Situation was ticking down
    • Fixed some issues with the setup of the starting Ring World in advanced AI empires
    • Fixed Gestalt Empire Governors Skill tooltips saying Crime instead of Deviancy
    • Fixed incorrect description string variable in the "Atmospheric Nanobot Dispersal"
    • Fixed Emergency Election button showing two Unity symbols
    • Admirals no longer abandon their post on leased fleets.
    • Mercenary armies now properly spawn at the client capital.
    • Pressing ESC during mercenary diplomacy should now bring you back to the main menu or close the diplomacy window.
    • Tactical advice against the gray tempest is only available when the gray tempest is triggered, not just when the L Cluster is opened.
    • Patrons can no longer recall fleets that they themselves are hiring.
    • Mercenary admirals now have suitable loc for their profession.
    • Fixed some cases where our tooltip system would unnecessarily generate "all of the following must be true" (when there was only one condition)
    • Fixed incomplete information about what Telepaths do when looking at buildings that provide them
    • Mercenary Enclaves are no longer listed as Honorbound Warriors in the contacts list.
    • Fixed incorrect tooltip when scrapping robots during the alloy deficit situation
    • Fixed the message response icon on diplomatic notifications blocking click input on the lower half of the notification.
    • The No Holding text in the agreements tab is now yellow instead of placeholder pink.
    • If you don't use Consumer Goods and conquer a planet with factories on it, they will be removed
    • Fix missing prescripted empires' leaders' names
    • Fixed ship building buttons in Mega Shipyard view being cut off
    • You can no longer force ideology on gestalt empires by declaring on their subjects.
    • Fixed issue when some of the modifiers of modules didn't apply to the Starbase.
    • Fixed Insidious Ophidians event chain accidentally removing the "Poor Quality Minerals" permanent planetary modifier
    • The Traditionalist faction in empires with the Teachers of the Shroud origin now approves of following the teachings of the Shroudwalkers.
    • Fixed a case where specialist subjects leveling up could end up disabling relay network effects.
    • The Spiritualist Fallen Empire has figured out what Star Eaters are and will now Awaken if you use one to blow up one of their holy worlds.
    • Namelists Hive Mind 1 and Hive Mind 2 now feature names unique to each ship size (Corvette, Destroyer, etc.).
    • Fixed new districts sometimes not appearing after the Superfluous Terraforming Equipment event
    • No longer possible for Overlords to transfer more science than they generate to their subjects
    • Admiral bonuses are now correctly displayed in the ship details
    • Fixed Mega Shipyards not being able to produce after being taken over through subject integration

  • Game Stability related fixes and changes:
    • Fixed multiplayer out of sync due to FLEET_ORDERS
    • Fixed crash occurring when viewing a system destroyed by a star eater that contained a quantum catapult and simultaneously opening load menu
    • Fixed crash due to invalid-read CQuantumCatapultFleetOrderButton::IsValid
    • Fixed crash due to invalid-write CPlanet::RepairSavegameClearInvalidAndNullDeposits
    • Fixed crash from having a subject with 0 empire size

  • Modding
    • Overlord Holding buildings and Branch Office buildings now support empire_limit = { }
    • Added is_human_species scripted trigger if you want additional portraits to be considered humans.
    • Added on_fleet_lease_started/ended on_actions for more friendly mod compatibility
    • Fixed load order issues with check_modifier_value
    • Fixed localize_with_value_key and min_mult in scripted modifiers
    • Added GetOriginName localisation command (to clarify an error log)
    • Added "has_subject = <country>" trigger to go with has_overlord
    • Greatly improved scope error logging for event targets and script values

Should the plans change I’ll let you know immediately.

With that, I’m having the team move on to future releases and some of the things discussed in last week’s dev diary. Barring unforeseen exceptional circumstances, our next update is planned to be the 3.5 ‘Fornax’ update in the fall.

Dev diaries will resume sometime in August.

Happy summer!
 
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As this is mostly bugfixes and intended to be last patch for months, why not have an open beta on steam?

There's significant overhead in running betas, and I don't expect many benefits for a bugfix patch being run through it.

Does that fix the Resource Silos being useless between researching a certain tech and Global Production Strategy?

That's fixed by this other one:
  • Moved bonus resource storage for silos from tech_global_production_strategy to tech_construction_templates
 
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But what does "Unified effects for Citadel of Faith, Auto-Curating Vault and equivalent buildings." mean?

All of the buildings now provide a +15% output for Administrators and 10 Unity/month, the Citadel of Faith still provides +20% spiritualist attraction and a high priest job though.
 
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in my quick read before I have to run, I don't see a fix for this bug?

really really hope a fix is in final 3.4.4. please note there are multiple manifestations of that bug posted throughout the thread (including one by me), not all of which are fixed by the ad hoc save-editing tool someone made
This will hopefully cover that:
  • Fixed template with an unnamed flag causing issues with game loading
 
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Thanks for the Regen-Changes, but i have to ask...is that it?
When i tested it in my Game, even 10% was still too much on some Units.
It just cant be intended that a 1k Enemy defeats a 3k Fleet with optimal Counters, and you have nothing you can do against it.
Not to mention that the AI cant work with it.

Well Regenerative Hull Tissue now provides 0.25% hull regen per day, which is massively lower than 10%.
 
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Thank you so much for the patch.
Something for Machine empire Unity production? I feel sad when I play them and stop unity after the third AP
I’d like to have another look at some of the unity jobs, if I have the time over summer.
Does that mean that both buildings no longer need ships in orbit to get the full value? If yes than thank you very much!
Yup!
10%?
Im sorry if this sounds rude, but where do you have that value from?
The Value for Regenerative Hull Tissue was
Code:
ship_hull_regen_add_perc = 0.5
ship_armor_regen_add_perc = 1
1% Armor, 0.5% Hull.

And as i mentioned, i have modded it to 0.1 both, and even that was still broken on some Units.

EDIT: Oh thats what you meant, sorry, i meant that i set it to 10% of its CURRENT state, not 10% overall
Easy misunderstanding to make . I don’t want to nerf them too much at the moment, but we might have a look at them as part of the combat experiments we’re doing over summer.
"Fornax" is referring to the constellation... yeah... I believe you, devs. I believe you.
What else would it refer to?
Is it for Flooded Habitats, with the civic Angler, the farmer is replaced by an Angler?

Completely slipped my mind to do that. I’ll see if I can get that into 3.5.
 
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This is frankly the only change that I disagree with. Finally being able to diplomatically vassalize other empires was fun, and definitely what I expected from Overlord, but with this change. I'm afraid it will no longer be possible. Could this penalty be instead moved to acceptance of harsh terms, such as Integration Allowed?
You can still relatively easily vassalize other empires that aren't overlords themselves. This malus only applies if they're already the overlord of another empire - but remember that since you can get +750 from relative power, -1000 isn't actually impossible to overcome.
 
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Is there any plans to fix the whole -1000 malus to vassalization when they are in a federation . . . if it's YOUR federation? They should be *more* willing to join you if anything, especially when you are the leader of the hegemony they are in and they are essentially already vassals to you

This is not considered a bug. You're asking them to go from being considered your equals to being significantly less than that. (Even in a Hegemony, the others have more sovereignty than an overlord:subject relationship.)

They did! Because there was changes they wanted feedback on, which is not the same scope, flatly, as bug fixes.

As I mentioned before, Open Betas carry significant overhead, and will generally only be used when we're looking for targeted feedback. If the summer experiments on combat are fruitful, that's the sort of thing we may run an Open Beta for, but not for general releases.
 
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Regarding auto-tech research, will it exclude dangerous tech? Also, what logic does it follow? I've only tried it when on repeatables, and find it just goes for the same repeat tech everytime (say Army Damage) but doesn't do the others at anypoint.

Auto-research follows the same logic as the research choices AI empires make - but it shouldn't be spamming the same repeatable tech every time. Mind giving a bug report with a save?


However, I would like to propose one more change.
Considering that starbases are unable to custom-designed - rather randomly fitted in the player's view - and all the problems are caused by the annoying A slot in the starbase, could you consider that REMOVE all the A slots form the starbases, and give some BASIC IN-COMBAT REGENERATION for some feasible rate for the all starbases? Maybe that could be done by ship_size modifier or something, easy at the dev's end.
That will make starbases much more stronger and make all the problems with randomly-combat-repairing-starbase problems.

I'm gonna have a look at experimenting with this as part of our summer combat experiments.

Can you move all Unity buildings under the Unity category buildings too, please?

Setting myself a reminder to get this done when I have some free time.

Not really - since the scholarium special holding building doesnt grant a percentage bonus anymore and instead improves the scholariums researchers, so the subject produces more science (therefore indirectly pays the overlord more research). And if you have one planet scholariums they wont have a dedicated tech planet, therefore not pay much research tribute to the overlord and the holding cannot change much, if there arent a lot of pops with science jobs anyway.
Basically - one system scholariums become entirely pointless.

Last time I checked, the relay network bonus (+10% from scientist output) still stacked, so there might still be some benefit.

These seem like two seperate ways to address the same issue (The patch nots also have a few more duplicates).

Can you ensure not both solutions are applied nerfing the holding more than necessary?


Also because I just had a freind fall into this issue again:

Worth keeping in mind, that the holding still gives +3% research speed buff.

I think that is likely. Their new release schedule seems to be custodian -> species pack -> custodian -> major dlc -> repeat

Plus,

Almost certainly. The previous dev diary said the developers are encouraged to experiment with their own ideas during their summer break, and there is a long list of existing features that they've said they want to take another look at.

Keep in mind that we're not expecting every experiment to be successful.
 
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Also hotfix for Overlord was released in 1-1,5 week time, so they are capable to do regular updates.

The pace the team used for the 3.4.3 hotfix is absolutely not a sustainable one. I will not subject the team to that as a normal pace.

Yes, 3.4.3 was released after a week. And - being a hotfix - it circumvented many of their usual deployment processes (for example there was no localization for any of the changes in the hotfix). They did it that way, because there were gamebreaking issues that needed to be fixed quickly. Luckily, 3.4.3 didn't introduce any new problems despite that rushed release, probably due to a combination of them mainly focussing on the issues that were easier to fix and a bit of the luck of the Swedish.

The bigger the problem, the quicker you want to fix it. The quicker you try to fix it, the more shortcuts you need to take compared to the usual processes. The more shortcuts you take, the higher the risk of unintended consequences. That's part of what happened with the rushed 3.4.2 day 0 patch.

You can't run a project the size of Stellaris in a constant state of emergency. And that's what releasing every few weeks would be.

This is accurate.

The regular "once a quarter" major release cadence that we have on Stellaris is fast for our games. I like the regular cadence since it ensures there won't be 6+ months between major releases, and gets improvements to you at a reasonable pace.

I've worked on games as a service before, and Stellaris isn't set up in a way to support a faster cadence than we already have. My attempts to push the limits are one of the primary things that caused problems with 3.4.2, so I'm going to be erring on the side of caution rather than speed until I inevitably forget the lesson. (3.4.0 was the "complete" version. 3.4.1 was the "day zero patch". 3.4.2 was the "can we squeeze these last few things in patch".)

- Is that -2 housing for every single habitation district?
- Is that +1 farmer job added to each Hydroponics building? As written it sounds like it's +1 job to the entire habitat, or +1 farmer job per habitation district, which would be kind of ... unusual.

-2 housing and +1 job for each habitation district. It essentially turns them partially into farming districts.

The Agricultural designation is useful for habitat automation - since planetary automation uses the designation to decide what to build, if you wanted a habitat to be full of hydroponics buildings you would have had to do that manually.

And that's the issue - these are core features, especially to popular gameplay styles, that will be de-facto crippled if these are not included in 3.4.4, so @Eladrin, I beg you to strongly considering adding this fix in - seeing it wasn't listed in the patch notes log.

Unless a blocker comes up that actually renders the game literally unplayable, nothing new should be added to the 3.4.4 patch at this point. (Unless we notice a missed patch note.)

From a quick test I just ran, Federation Fleets don't seem to be affected by it in 3.4.4, but the GDF is. On the other hand, ship limits also don't seem to be applying to the GDF, so you can have a fleet of a couple of dozen Titans in the interim. I feel that this is unfortunate but not gamebreaking, and can wait for 3.5. It's likely that this is somehow tied to the changes made to "owned" vs. "controlled" fleets.

Definitely does bear repeating, but seeing as how the devs have been total radio silence on that part while responding to other posts pretty strongly implies it's not getting patched yet.

Not being in the list was the indicator that it wasn't going to be changed, but it's true that often we miss patch notes or that they're unclear.

Not commenting on an issue on the weekend - that's unrelated. We tend to only respond to things if we are absolutely sure we can provide accurate information, and I wanted to do a little testing to figure out exactly what the state of it was in 3.4.4 before responding.

Could the regenerative hull/armor nerf be reversed for Leviathans? It was nice seeing then packing up more of a punch, for once.

We'll keep an eye on it. The regen thing was a tale of unintended consequences. I do agree that Leviathans haven't kept up with the power level of the rest of the game, and they could use another balance pass. (I feel the same is true for the various Mid Game Crises.)

Still no fix for the UNE/CoM spawn?

No changes are currently planned to how the UNE and Commonwealth spawns behave.
 
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Does this also apply to GDF Juggernauts, by the way, not just Titans?

I believe so. (Didn't test it myself, but I seem to recall someone showing off a fleet of Juggernauts somewhere.) It's kind of funny and scary, but the two bugs sort of mitigate each other's severity a little bit so they can be investigated together.

if your test is accurate [which is presumably is, as you're the game director]

There's a chance it might not be.

Sometimes things end up as "if you do it this way (the specific method I used) then it works", but if you build them a different way, they might not. I tested it by building ships for the GDF and Federation Fleet at a shipyard.

Also, as I look back through the forums, it looks like I may have misunderstood the GDF issue and thought that it was both GDF and Fed Fleet when it may have been only GDF, so I would like to offer you an apology for unintended inaccurate information in my prior forum post. I will try to go back through my prior posts and add an edit clarifying the situation.

There's no problems with being passionate about issues and bringing up additional data points.

Not that I'm saying that setting the forums on fire over a typo is great, but if there is something that you feel is significant, it's worth bringing up since we might not recognize it as that critical without additional context.
 
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