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Hello everyone and welcome to another Stellaris development diary. As mentioned in last week's dev diary, we're currently in an extended post-launch support period, and so there won't be any feature dev diaries coming for a while. Today's dev diary will just be a quick update about a couple of the issues we're currently aware of and working on for the 2.1.1 rolling beta. This is just a select few items, not a comprehensive list of everything we're working on!

L-Cluster Variety
The first issue we're currently addressing is L-Cluster balance and variety. We've had some feedback from players who got a 'positive' L-Cluster outcome that it felt a bit underwhelming, and while we definitely do not want every L-Cluster outcome to be negative, we do acknowledge that we could have done more in regards to the flavor and detail of some of the outcomes. As such, we'll be doing an extended second pass on this feature, adding more flavor and more outcomes, and also looking into the balance of when the L-Cluster is accessible and AI-related issues for some of those outcomes. We expect to have balance and AI fixes with you sooner rather than later, with the second content pass likely a few weeks away as we have decided to invest a fair amount of additional time and resources into it.

Performance
Another problem we're aware of and working on is the issue some users are experiencing with decreased performance and stuttering in 2.1 compared to 2.0. All I can say about this at the moment is that our coders are looking into it and have already made some progress on the problem, and that we consider it to be a very high priority issue that we absolutely intend to resolve.

Finally for today, a picture showing off a little modding support feature we'll be putting into the rolling beta - when you name objects in script (such as naming a newly created fleet or using the set_name function) the script will now take a scope, meaning that you can for example create a ship named after a leader, or renamed a planet dynamically after the species living there.
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That's all for today! Join us again next week for... you guessed it... more post-launch support!
 
Also the "bad" result of the L-Cluster is actually the best result if you can survive, since it's the only result in which you gain the ability to terraform the nanite worlds which then gives you a bunch of systems with multiple inhabitable planets.

Thanks for the spoiler.... :( Had to stop playing once I restored mine due to freezing/stuttering.

@Wiz Thanks for the update. I appreciate everything you guys are doing. Really looking forward to the stuttering/lag fix when restoring L-Gates among a bunch of other great stuff you all are planning to bring us! Keep up the hard work! Cheers!

PS: Please consider delivering a DLC that is nothing but a bunch of songs that are Stellaris themed that maybe doubles the amount of music we currently have now. Can't get enough of the music for this game, absolutely love it and wouldn't mind paying for a lot more!
 
The number of L gates scaling linearly to the number of gates in your galaxy is also kind of annoying it means you either have to dial down the number of gates or have loads and loads of L gates.


Great to hear about making the outcomes a bit more flavoursome. I got a 'good outcome' in my first Distant Stars game and felt disappointed even though I know there need to be good and bad options.

Does the L-cluster sometimes not spawn? Would it be possible to have an option on start up to allow a random chance of no spawn at all? It feels silly for it to ALWAYS spawn when other event chains sometimes do not occur.

Is the tech in the rolling beta to research before opening the L-gates intended to push back the opening? I just had a 'bad outcome' and it felt too strong for the galaxy size and young game age (I was running four science ships and Map the Stars).
Well I got the bad outcome and found it incredibly dull, it was yet another crisis that was just a bunch of doomstacks. Been there done that. Aside from some flavour text there was nothing new to it.
And I would agree it would be nice if the L cluster did not always spawn I think it should be considered an alternate precursor civ chain.

Could you add a start option to remove the habitable starting planets on galaxy generation? I'd rather my spawn be completely random.
Seconded also I would like to start with even fewer habitable worlds (especially since the possible terraforming target anomaly spawns all the time now) and even more primitives (becuase half of them seem to start in the nuclear age and blow themselves up before I ever see them).
 
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when you name objects in script (such as naming a newly created fleet or using the set_name function) the script will now take a scope, meaning that you can for example create a ship named after a leader, or renamed a planet dynamically after the species living there.

Uhm...maybe I'm lost in translation but I don't get that one. What does that mean?
 
Uhm...maybe I'm lost in translation but I don't get that one. What does that mean?
As far as I can tell it means that scripted events that create ships can now check other information and use that information to name the ships.

So an event could look for the name of your leader and name a fleet after them.
 
Awesome. But, can we get an update on when Vassals (and AI in general) will stop starving their pops into rebellion and start spending resources to solve obvious lacks (food, shipyard, energy etc).
Never going to happen. They can't fix that. They'd have to rip out everything about their AI and redo it from scratch. No amount of "weighting" and other adjustments will ever fix what's wrong. The AI of this game is one of the worst in any 4x game. Even the best of the AI mods out there don't solve the problem. But, they get it to where the AI is no longer an irritating joke.

They've gotten it to a tolerable point, and may tweak it to something almost enjoyable, eventually.

But that kind of overhaul would be another major update all by itself, and it would be one without much added content. It would be a strictly "repair" update. Even then, I don't really have much confidence that they'd get it right. It doesn't seem (judging by their other games) that any of them are particularly good with AI. They need to get someone who specializes in the field, or at least get in touch with someone who does. If Novaquark weren't so busy with Dual Universe, I'd wish they'd get in touch with J.C. Ballie. The man has multiple PhDs in the field, and it shows.
 
I hope the L-cluster stutters get fixed soon. Those L Cluster stutters are ruining any game I attempt. I haven't even explored any of the new DLC content because of it.

Perhaps have a chance slider for the L-Clusters spawn chance with a randomize option>?
 
Well I got the bad outcome and found it incredibly dull, it was yet another crisis that was just a bunch of doomstacks. Been there done that. Aside from some flavour text there was nothing new to it.

What would you suggest as something "new" they could have done instead?
 
What would you suggest as something "new" they could have done instead?
I don't know I'm not a game deisgner but these people are
 
Finally for today, a picture showing off a little modding support feature we'll be putting into the rolling beta - when you name objects in script (such as naming a newly created fleet or using the set_name function) the script will now take a scope, meaning that you can for example create a ship named after a leader, or renamed a planet dynamically after the species living there.

What do you think the chance of getting something like this added to EU4? Such as naming rulers/heirs/consorts/dynasties after provinces, or to name something after a ruler (or to simply be able to record a ruler/heir name to use later).
 
What i want is some sort of hint on what you might get from the L-cluster. I opened one up 60 years in, in the middle of my empire. 10 years later it was game over because a 40k fleet swamped my 8k fleets. So it would be nice on knowing if itll be a war when you open it, or you explore it in peace. Putting a unique fallen empire or two in there would be dope too.
 
What i want is some sort of hint on what you might get from the L-cluster. I opened one up 60 years in, in the middle of my empire. 10 years later it was game over because a 40k fleet swamped my 8k fleets. So it would be nice on knowing if itll be a war when you open it, or you explore it in peace. Putting a unique fallen empire or two in there would be dope too.
Your clue is "a lot of stuff that provides insight looks like dangerous nanotech, better prepare for the worst before cracking it open" :p
 
I don't know I'm not a game deisgner but these people are
Unless you want to see shooter sections in Stellaris this video does not contain any suggestions applicable in a strategy game. It's just a repeat of a point made many times before (and one I symphatise with) of all challenge in Stellaris being excludively combat-focused, but without any solutions to the problem.