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Hi @Ariphaos,

I was doing some compatibility merging on utopia_megastructure_events.txt, and I noticed that utopia.50 triggers for both think_tank_3 and think_tank_restored in vanilla, but only for think_tank_3 for your patch.

As I've only just returned to the game after a looong break, I'm unsure if this is something they've just added in a recent patch, which you haven't noticed, or a bugfix you've put in place. Could you clarify please?

This is the initial trigger for the Nexus event chains.

Thanks for the amazing work!
 
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Hi @Ariphaos,

I was doing some compatibility merging on utopia_megastructure_events.txt, and I noticed that utopia.50 triggers for both think_tank_3 and think_tank_restored in vanilla, but only for think_tank_3 for your patch.

As I've only just returned to the game after a looong break, I'm unsure if this is something they've just added in a recent patch, which you haven't noticed, or a bugfix you've put in place. Could you clarify please?

This is the initial trigger for the Nexus event chains.

Thanks for the amazing work!

It is not possible to upgrade to a given megastructure type from multiple paths.

Or it is, but you'll crash when trying to build the initial megastructure. The game very much does not like you doing this.

So when the event triggers on think_tank_restored, you won't actually get the proper upgrade. Only if it triggers on think_tank_3.
 
new glitch found for Hive (dunno if you try to solve them), you can stack as many scientists as you want, paying them with minerals, going in the negative and it doesn't affect science (cause lack of mineral only impact alloy and consumer goods).
 
The end game crisis defenitely needs its own purge type. The standard one is still incredibly slow for planets with over 100 pops and if the ai uses the greater goods edict unemployed pops even rush to fill unfillable "free" jobs and migrate to worlds which are in the process of being purged (yes, this is the real reason why that planets population rose from 100 pops to over 1000 in 10 years while being under contingency occupation, for unknown reasons the actual purge fix made it even worse):). For normal puges the fix is great, but for the crisis it doent seem to make a difference.
 
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The end game crisis defenitely needs its own purge type. The standard one is still incredibly slow for planets with over 100 pops and if the ai uses the greater goods edict unemployed pops even rush to fill unfillable "free" jobs and migrate to worlds which are in the process of being purged (yes, this is the real reason why that planets population rose from 100 pops to over 1000 in 10 years while being under contingency occupation, for unknown reasons the actual purge fix made it even worse):). For normal puges the fix is great, but for the crisis it doent seem to make a difference.

Ooooooh thanks so much for catching this. That explains it. Ha.
 
@Ariphaos
I believe this update has broken the rubricator event chain. There's something going on with ancrel.4018: Shard doesn't seem to spawn at all. I'm pretty sure this is because of the patch, since it overwrites the vanilla version of the events with something significantly different, although it did work in 2.7.2.
 
2.8.1.1
* Attempted to fix bug where tree of life AI would try to save up the Lithoid Tree of Life budget, meaning they never save enough food to colonize.
* Pop self-modification actually does something with six pops. (thanks manuCR)
* Self-modified pops won't set themselves as non-modified.
* Fixed the Grand Dragon's shipclass names.
* Fixed 'Fire from Stars' (FireGolem)
* Hopefully a simple fix for the Fortress chain (FireGolem)
* Fix for fanatic purifier necrophage abductions (GhostWraith)

* Thanks Anaphysik for these and following fixes - and apologies for getting them out so late:
* Fixed the end of the Fall of the Shallarians chain.
* Fixed literally unplayable Atomic Clock timing.
* Fixed a number of literally unplayable typos.
* Fixed a small bug in the Oracle chain.
* Fixed a bug in the Monolith anomaly resolution.
* 'Ammonia Biosphere' triggers primitive life rather than remnants.
* Fixed localisation error in Cunning Flora followup
* Can no longer avoid consequences of asteroid strikes with specific numbers of pops.
* Fixed error in technician job weighting.
* Fix for colonial remains in origin_events_3. This will break down on extremely dense starts, but should be fine for 99% of games (and still won't do worse, usually).
 
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3.0.1.0
Making for the tag and note.

Stuff Paradox Fixed in 3.0.1

They finally fixed the Ringworld crash bug!


Shard dragon naming bug.
Starting pop ethea distribution is no longer random.
New leviathans now have proper POIs
Gave the Ketlings and Prikkiki-Ti bureaucratic buildings
Some any_ship scopes were changed to any_fleet (some we missed, even, but they stll missed others)
Fix for the Enigmatic Fortress chain
A crazy number of contact-related bugs.
Clash of the Titans achievement (Because)
Fixed one of the Limbo empires refusing to be destroyed, but not the other.
Fix for neutron sweep availability
Helpful drones no longer clobber deposits
Mass Extinction Through the Ages MP chain fixed
Queen breeding fix
The Galaxy knows when the Gray Goo crisis is over now
AI defense station economy
Partial Totalitarian faction fix
Syncretics more likely to default to normal slavery
Crystal Manufactory fixes

Some other bugs I noticed got fixed

You can now pacify the amoebas if you recruit Bubbles (something I fixed in my own personal mod, but wasn't sure if it would be appropriate).
Gave the Ketlings and Prikkiki-Ti adjectives (but they still don't get an origin)
A certain meme star has been removed.

New issues revealed


The has_owner planet pre_trigger is only sometimes functional, if ever. Am not certain if any pre_triggers actually function.
 
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3.0.2.0
The 3.0.2 push is mostly a version bump. Some experimental performance enhancements needed to be reverted.

One new bug fix - the Other science ship now begins with evasive fleet stance. Some other fixes surrounding Bubbles for a more consistent experience (may need to change a bit).
 
I just found out about your mod and I'm liking everything I see, including the "keep it vanilla" policies.

I posted some prototype code in a discussion in the AI feedback thread (page 1 + 2). It seems like a bug that the ruler you spawn with can end up leading an opposing faction as soon as factions spawn. This is especially silly when your starting imperial cult king ends up leading the egalitarian faction.

The simple fix suggested is to spawn the ruling factions first; the ruler will then take over one of these factions, and then a few years later the other factions can spawn in not lead by the ruler.

There's also a quick fix you can do to make the AI stop using the "Discourage pop growth" buttons there :)
 
3.1.1.1
- Some more AI improvements from StarNet (Salvor)
- More of my own AI improvements (Ariphaos - mostly to resolutions)
-- Notably, the AI takes into account how much it likes someone for targeted resolutions. Could probably use a bit more nuance but should suffice for consistency.
- Fixes for killed/disbanded limited troops (corsairmarks)
- Manifesti Autonomous Munitions demand fix (corsairmarks)
- Moon sky fix (corsairmarks)

Thanks to @corsairmarks for some of the fixes this patch.
 
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