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It should obviously not have been released in this state but I have been hugely impressed by your hotfixes this week. Thanks for that Paradox and I hope you'll have a good weekend.
 
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Immediately jumped to 4.0.7, didn't try out 4.0.6, but a quick warning to others, it broke my late game save. Crashing right before it finishes loading. My save started all the way back to 4.0 launch day build, so maybe it's time to just start another game.
 
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I know I mean the default species rights. The ones you can set from the top of the species screen. It doesn’t seem possible to change integration to be default on.
Perhaps I'm confused. But I feel like it makes sense that you can't make integration a default species right. Since not every subspecies of a given species can be integrated at the same time. How would it choose which one they should all be integrating to, if you don't do it manually yourself?
 
Is it intended that Bio-ship reactors don't increase in power generated as the ship matures? Seems pretty silly to grow a few more weapon hardpoints without increasing the size of the heart...
 
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I’m not sure if it’s a bug but the species rights menu doesn’t let you set the default integration right to “integrate”. You have to create a default template for each species and change it for them specifically. Is that intended?
Bug report it, but I suspect it works like that as a safety check so the game isn't trying to make every new species that joins your empire integrate with itself as it'll be the only variant of the species you have when it first joins you.

Not sure what it's intended use case is, but so far it seems to be a background way to flag variants of your species to update/integrate into the default main variant of that species at a rate of a few pops a month. Useful for me when playing an Evolutionary Predator and my main species picked up new traits while I had colony ships enroute, just need to flag the populations of the colony to integrate back into the upgraded main default species without needing to launch a project and delay science to catch those stray pops up.
 
I was hoping this patch would fix the endgame crash I've been getting on my first Biogenesis play through, but sadly not.

I'm getting an awful lot of lag in it, on a very high spec PC. But interesting observation, at least in this beta patch I've noticed that the lag is specifically when I have my fleets selected. When I don't, it's back to being as smooth as it used to be before 4.0. Still crashing though so I'm going to have to start a new save.