Stellaris
!Stellaris Realism - Don't try with 2.2 yet - I'll update this name when it's ready!
ButtJunkie  [desarrollador] 19 OCT 2018 a las 18:06
Bugs/Difficulties/QoL Suggestions
If you experience what you think is a bug, or find a certain aspect of gameplay frustrating, feel free to note it here.

Current Issues:

- Industrial growth bottlenecked by adequate retail growth - fixed in next version
- Initial tutorial windows go off-screen for < 1080 res - fixed in next version
- 'Pay all' debt option paying all despite empire not having enough funds - fixed in next version
- Ship counting bug probably related to military expense spikes.

Quality-of-Life recommendations:

- Option to cancel ship orders.
Última edición por ButtJunkie; 19 OCT 2018 a las 20:36
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Mostrando 1-15 de 48 comentarios
trevhurd1024 19 OCT 2018 a las 19:09 
Not quite sure how to attach a screenshot. But the issue was not retail, it was only -.03 behind, wheras finance and transport were the ones that were behind at over -2 each. It also wasnt that there was bottlenecked growth, there was no growth at all. As in it stayed at 127 industry for 10 years despite expansion, tax cuts, and qol improvements.
ButtJunkie  [desarrollador] 19 OCT 2018 a las 20:32 
-2 isn't significant - industries won't keep perfectly in-line, there is variation. Also, only tax cuts will improve the ability for industry to grow, though it'll currently only grow to keep up (so setting taxes to 0% for example has no benefit over say 40%).

Industry not growing is an issue though - you can just provide a link to the screenshot if you want and I'll take a look - try to include the 'empire', 'budget' and 'industry' screens.
trevhurd1024 19 OCT 2018 a las 20:50 
https://steamhost.cn/steamcommunity_com/profiles/76561198140021114/screenshot/956345326237764913

Theres the link. I dont think anything looks wrong but like I said, GDP and industry size hasnt budged in years and only the deficit is increasing.

Edit: would not resubscribing after the update have possibly caused any issues.

I also started a new game after my original post and the same thing happened around year 18, same as the game shown in the screenshot.
Última edición por trevhurd1024; 19 OCT 2018 a las 20:52
ButtJunkie  [desarrollador] 19 OCT 2018 a las 23:46 
You've basically maxed out the policies, so you'll have to up your tax rate (to about 75%). Industry itself looks ok - occasionally some industries will lag a bit due to chance (it's not designed to keep everything perfectly in line, as that doesn't allow supply and demand relationships to develop between empires).

The mod isn't designed to make it easy to max policies at reasonable tax rates and decent fleets ;)
Sir Trent Howell 20 OCT 2018 a las 17:50 
I've had a similar issue in regards to industry not growing. I've essentially prevented population growth for the vast majority of the game and dropped the tax rate whenever possible to encourage growth, but the lagging behind seems to be getting worse.

Another odd bug I ran into was with regard to influence maxing out on loading a saved game. On several occasions when loading a save, suddenly I'll have 1000 influence. I haven't been able to reliably replicate it and it doesn't happen with every load.

https://imgur.com/a/Womj07w
ButtJunkie  [desarrollador] 20 OCT 2018 a las 19:49 
Your industry is fine in terms of the tax it gives you (bump that up to 40-50% - you don't need it that low). Sure, a few industries are lagging, but they're not supposed to increase perfectly in-line. The only thing that really concerns me with that picture is agriculture being so massive. Definitely needs to be lowered, but not before 2.2 since it'll ruin people's saves...

I'll try to replicate the influence bug.
marten.r 21 OCT 2018 a las 7:00 
Hi i just tried two different methods to grow industrie each time i took 11 Years

First i tried to just lower taxes and my Industrie got up from 74 to 129. 174%
In the second attept i invest the Profits of 50% tax back into industie and got from 74 to 196. 264%

In both cases i had the same Poulation of 11,395 Billion and Expences of 503 Credits.
Buth for the first i hate a tax rate of 35% and nearly 0 revenu and in the second a tax of 50% a revenu of 531 Credits

i dont mind macro in early Game but this is a bit extrem in grow differnec between this to trys.
I really like this mod an i hope it gets better in the future
ButtJunkie  [desarrollador] 21 OCT 2018 a las 7:03 
It isn't intended for you to be able to do that. It's just something I haven't removed yet (it's not there in the next update).
Robsn 21 OCT 2018 a las 9:42 
Hi,
this mod seems incredible. Unfortunately, I can not play it, because I have no access to the planetary surface :'(
There is just a blank window....
Ockoobrazniy 21 OCT 2018 a las 10:45 
Robsn
it's normal for this mod, there are no tiles, so no planetary surface screen, you don't need it here, instead use planetary edict for information about this planet
Minion of Speed 22 OCT 2018 a las 12:50 
Ordered ships do not use the name list, intentional or side effect?
Is it possable for you to set ordered ships to be constructed at shipyards?
Is it intentional to be able to construct cruisers and battleships before they are researched?
Is the slowdown of travel and surveying a bug or feature? I don't mind it really, just curious.
Mechanist trait, useless? or is there something beyond the logistics bonus?
Mining stations naturally propigate right?
Just started using this, raelly liking it tho.
ButtJunkie  [desarrollador] 22 OCT 2018 a las 17:13 
- Fixed in next update (unintentional).

- Not that I can see. We can script the construction of buildings, but not ships. I agree it's not ideal, since it basically makes upgrading shipyards useless.

- No, and their techs are both conditions of them being accessible in the menu. I haven't seen them available before research their techs (though their techs do come earlier on than in vanilla.

- Vaguely mentioned features (I talk about all of it on discord, but I probably need to add a more detailed list of changes over here).

- Useless. Most traits, civics and traditions are. Hopefully I can adapt the 2.2 mechanics in a way where the vast majority of those are still useful, so I don't have to rewrite them all!

- Mining stations are unnecessary, and I'll properly disable them in the next update (resources will be mined automatically by industry as required).
Minion of Speed 22 OCT 2018 a las 17:53 
-Thanks

-Would it be possible to hack the fleet manager to handle all ship constuction?

-I ordered 2 battleships and 1 cruiser well before I got cruiser tech(2209) and they appeared as basic autogen designs without any upgrades. Still enough to wack empires early game tho. I got screen shots if you want/need.

-More description wouldn't hurt. Eccept maybe your fingers.

-Oh ya. So stuff like lower maintenace costs don't work?

-Thanks.


ButtJunkie  [desarrollador] 22 OCT 2018 a las 23:37 
- No legimate methods to pass the orders onto fleet manager unfortunately. Being able to price ships in credits in 2.2 will help a little, but the prices between the two different methods will still vary, potentially significantly (vanilla's price is determined by ship design, mine is a fixed amount determined by ship class).

- Actually I think you're right. It's because I added the order buttons to the military tab, which skip the filtering event. Consider it fixed.

- There's a lot of smaller changes which I'll overlook when describing the main changes of the mod, and obvious people may have questions about them ;)

- No, vanilla's maintenance is not used. Ships do have a credit upkeep though - this is what the defence costs are - but I think that is better influenced by industry and infrastructure (the cost to produce supplies/fuel, and the efficiency at providing it). E.g. a larger defence sector may be able to produce supplies more cheaply, reducing the upkeep a little.
Minion of Speed 24 OCT 2018 a las 11:59 
Thanks for all that. Really enjoying the change of routine you've brought with this mod.
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