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Can confirm it still happens with my Linux and Windows group after 7-11 years still. I've tried digging into the save and OOS files myself and I can't even begin to figure out why it happens. Even diffing the files from when the desync happens to 6 months before reveals nothing that wouldn't have caused it to desync way before that.

Wish we'd get a debug build at this point purely for OOS testing, since if the Devs are using our OOS/Save files for this — I highly doubt they can find much.
Funnily enough we're also a Linux/Windows group, maybe that might have something to do with it if other people aren't having the same recurring desync loops.
 
Why don't Gestalts have Hive Segments and can't build buildings when colonizing a Ringworld? To build a building, you need to build a Hive segment, which is built instead of city segments 1 (before building a Hive segment, all the others are shifted).
Why can't build a Quantum Drill Plant on a Ringworld?
 
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Why don't Gestalts have Hive Segments and can't build buildings when colonizing a Ringworld? To build a building, you need to build a Hive segment, which is built instead of city segments 1 (before building a Hive segment, all the others are shifted).
Why can't build a Quantum Drill Plant on a Ringworld?

Considering ringworld is artificial, it wouldn't technically have a "ground" to mine. Its structure is all there is. Unlike a habitat which may hover over a planet that can be mined..
 
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Considering ringworld is artificial, it wouldn't technically have a "ground" to mine. Its structure is all there is. Unlike a habitat which may hover over a planet that can be mined..
The description of this building says that it uses "quantum tunneling", that is, something super-scientific. In any case, on the ring world you can build a Surface Quarry Depot with 200 positions of mineral extraction.
 
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Still no fix for necros and genetic memory, these are impactful bugs...
Unfortunately Stellaris is as at the stage of being such a behemoth of a game between all the DLC content down the years, and then all the near endless combinations for race traits/civics etc. Any big re-work of fundamental mechanics such as in 4.0 needs so much extensive (and sustained) testing, re-testing, bug checking, fixes etc. PDX pretty much can't drop them without a whole raft of things bugged or outright broken. It's not really acceptable we're pretty much having to do a lot of the bug finding for them, then wait weeks/months on end for things to get fixed. I don't think the game can sustain another re-work like this, that has to be it in terms of huge revisions as we can't have another repeat like this.
 
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AI hates you just for the fact you level through a crisis. -200 last opinion malus. Also you can't use other crisis paths and can't get a custodian fleet (i know you can make a cosmogen fleet, but i like a big size fleet you can make as Custodian).
To be fair, I don't usually play genocidal Empires anyways, so missing Crisis paths won't really make a dent for me.

As for the opinion penalty, just build Interstellar Assembly and you recover almost all of it (+150). Given the amount of Research Cosmogenesis enables, won't be a problem, especially with the power creep 4.0 introduced.
 
The game is broken and not even close in performance compared to 3.14
Paradox seems to care only about making a money not the quality of the game. City Skyline 2 reschedules dlc, Crusader Kings III recently released dlc that also contains a ton of bugs and now...Stellaris. Guys, this is catastrophic. More than 14 patches have been released in a month, what have you been doing all this time before the Biogenesis? I really wanted to play with my friends, but I am extremely disappointed with your direction and quality control of the game. No new legendary leaders.There are no new artifacts or relics. But there are a ton of bugs in the endless stream of patches...
 
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Did the Beta get a patch or was it always called the 4.0.15 Beta?

The beta currently has the faster save transfer and a few more changes:

Bugfix:
  • Fixed leaders getting the wrong number of trait selections.
  • Cloned leaders now copy pending trait selections from the original.
  • Fix Grand Archive thinking it's still destroyed after being rebuilt
Stability:
  • Fixed another OOS at reconnect due to espionnage modifiers from the Active Reconnaissance fleet order
Modding:
  • Changed leader add_trait to have "trait", "consume_selection" and "show_message" parameters; removed add_trait_no_notify.
  • Fixed traits override for clone_leader.
  • Added more info about traits to create_leader and clone_leader documentation.
 
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  • Fixed leaders getting the wrong number of trait selections.
Does this fix the bug that happens with newly recruited leaders at higher levels where you cant pick the level 2 version of their already present level 1 traits with their starting trait points? With the removal of many 2nd level traits this bug is rarer to encounter but it still existed when I played MP with my friends on sunday.

What's worse I know that for gestalts, if you pick the Aptitude tree, get your free extra leader traits, your nodes cant upgrade this free trait and if you cull the nodes, they do not get that free additional leader trait from the aptitude tree, they start with just 1 trait instead of 2 after being culled. Now, this one I have not really tested since 4.0 dropped because I don't get to the point where I have node culling tech, but I have not read any patch notes about node culling-aptitude interactions being fixed so just tossing it out there.
 
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Okay so here's some issues:

worm mid-game crisis permanently desyncs.

all end game crisis but unbidden are permanent desyncs. They weren't brought in to 4.0 properly can don't seem to control planets properly. In SP it seems to just keep running, in MP the game dies.

troika can't be properly designed on a template

under one rule can't level their luminary traits until they're level 5

necrophages now share the pop growth, meaning the entire origin is just ritual suicide. They also frequently take worker jobs. Maybe some sort of band-aid compensation or something? 5% specialist output isn't even 1/5 of the way to being worth this.

Rangers don't combo with Remnants. It's not that there isn't a special job name, it's that the ranger bonuses just get thrown out entirely for Archaeo-Engineers. All other job-swaps combine the two bonuses.

Industrious/Agrarian/Ingeious went to 2 points from 1 point, which might have been a balance change, but made them "literally a newb trap" tier.
 
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Rangers don't combo with Remnants. It's not that there isn't a special job name, it's that the ranger bonuses just get thrown out entirely for Archaeo-Engineers. All other job-swaps combine the two bonuses.
Archaeo-Engineers and Rangers combine just fine.

You're just not allowed to build a Ranger Lodge on a relic world (so you don't start with one), because there's no longer any nature to preserve. This is not new in 4.0.

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Industrious/Agrarian/Ingeious went to 2 points from 1 point, which might have been a balance change, but made them "literally a newb trap" tier.
Wait, I skipped right over this one.

Industrious/Agrarian/Ingenious were 2 points in 3.14, as well. They've been 2 points for a very long time.
 
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Archaeo-Enginers and Rangers combine just fine.

You're just not allowed to build a Ranger Lodge on a relic world (so you don't start with one), because there's no longer any nature to preserve. This is not new in 4.0.

View attachment 1308438
well if they're actually combining now that's neat. They weren't giving the amenities a few hotfixes ago when I tried. Sometimes stuff gets fixed without being mentioned I guess.
 
When will the issue with using two or more automoddings be fixed? I wrote about this back in patch 4.0.11.
Also why doesn't automodding give the full bonus from the added trait if pops occupy several activities. That is, if there are only 70% scientists on the planet from all specialist positions, then instead of a bonus of +10% to science from the trait they will only get +7%? Before 4.0 everything worked correctly, now to achieve full efficiency it is necessary to create additional races for each planet with the necessary traits, although auto-modding was added to avoid this.

Why is the Metallurgical Research Lab building broken for Gestalts? It gives +15% Metallurgist efficiency, but Gestalts don't have a Metallurgist, they have a Foundry Drone.
 
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worm mid-game crisis permanently desyncs.

all end game crisis but unbidden are permanent desyncs. They weren't brought in to 4.0 properly can don't seem to control planets properly. In SP it seems to just keep running, in MP the game dies.
I haven't gotten this far in an MP game yet since 4.0 released but if this is the case then MP is essentially dead. Have the devs acknowledged it?