plutocene Posted January 20, 2025 Posted January 20, 2025 On 1/16/2025 at 5:29 PM, Ounze said: @Lithia Hope you are ready. 4.0 is going to break everything. They are changing a lot. I would not keep my hopes up, what paradox is doing is literally a rewriting and removing core mechanics. That's worse than breaking. Can't mod something that isn't there anymore. 2
Fakenet Posted January 21, 2025 Posted January 21, 2025 (edited) On 1/20/2025 at 8:30 PM, plutocene said: I would not keep my hopes up, what paradox is doing is literally a rewriting and removing core mechanics. That's worse than breaking. Can't mod something that isn't there anymore. You mean in like what they have done about a dozen times before this one will be different? What exactly do you think will be removed that is absolutely needed for this mod? Edited January 22, 2025 by Fakenet
Railgunner2160 Posted January 21, 2025 Posted January 21, 2025 (edited) 2 hours ago, Fakenet said: You mean inlike waht they have done about a dozen times before this one will be different? What exactly do you think will be removed that is absolutely needed for this mod? Well the pop/job system is getting a total ground up rework on the same or larger scale as the shift away from the tile system that came with the release of 2.0. That mean the jobs and probably the buildings themselves will likely need reworked and rebalanced, and possibly the traits as well depending on how Paradox changes the way traits interact with pops/jobs. Events outside of the jobs should be relatively safe, and most of the civics outside the ones that interact with jobs, though leader traits might need a balance/update pass as well. Don't underestimate how massive this change will be, it will quite possibly be as bad or worse than the 2.0 modpocalypse. On the plus side since pops are one of the biggest causes of late game lag outside trade(which will also be overhauled) and fleets and this overhaul/rebuild of the pop system is intended to fix and streamline it as much as possible to reduce late game lag we should hopefully see far better performance late game. Edited January 21, 2025 by Railgunner2160 2
plutocene Posted January 21, 2025 Posted January 21, 2025 2 hours ago, Fakenet said: You mean inlike waht they have done about a dozen times before this one will be different? What exactly do you think will be removed that is absolutely needed for this mod? Pops will be removed and replaced with a streamlined mechanic. While this will improve performance, it also dumbs down the whole population management, which in my opinion is essential. To be fair, its early days and theres a lack of information but I will create a 3.14 modlist compilation and download every single one of them, just to be on the save side. 2
Kentvrio Posted January 22, 2025 Posted January 22, 2025 Good evening all, I'm getting a CTD it seems whenever a certain event tries to fire in the game, but I can't tell what event it is. All I CAN tell is that it is related to LV. Below is the line from the crash report that leads me to this conclusion: [21:16:30][gui.cpp:1061]: Tried to get gui_type [lv_h_window] which does not exist Has anyone else seen this or know how to further narrow down the issue? I'm trying to avoid doing the 50/50 method (again) due to the obvious time requirement. Thanks in advance.
Algene Posted January 22, 2025 Posted January 22, 2025 23 hours ago, Fakenet said: You mean in like what they have done about a dozen times before this one will be different? What exactly do you think will be removed that is absolutely needed for this mod? Nope, fuckton of things being reworked, specially the pops, no idea how hard will affect the mod but lots of complains around the community
CyberKristi Posted January 22, 2025 Posted January 22, 2025 On 1/18/2025 at 3:32 PM, Fakenet said: You can fix that by pushing the endgame date back a few years. I don't know what other solution you expect. I typically do but it doesn't seem like you can make the push far enough back now with all the new techs added in by Stellaris's own new DLC as well. Such as the tech related to the Space Fauna and the Cosmic Storms. I get my ass handed to me in every game now if I have this mod because the Mid game and end game crises all are to powerful compared to me and every other empire in the game. Seems like it would be a good idea to me if the mod author did some work to adjust the end game and mid game crises to balance them with the way the change in progression is effected by this mod.
SpaceRaven Posted January 22, 2025 Posted January 22, 2025 8 hours ago, Reigor said: Thanks for sharing this. It is early days and we'll get more details about the reworks once the open beta comes out, but from what I can tell based on this, it seems like pops themselves will be more grouped together based on species, strata, ethics, etc, which will definitely help with performance. Hopefully this doesn't impact traits too much, since manipulating pop growth/adding unique traits is quite literally the foundation of LV and what makes it so enjoyable, both mechanically and thematically. I'm somewhat optimistic we'll still be able to keep gene-modding and traits, just tweaked and applied on a species-wide scale rather than individual pops. The fact that the dev diary included previews of a new assimilation system (which involves creating a gene modding template and having pops auto-assimilate to that template), is promising. It seems so far that the "pops" will just be numbers that buildings and such draw from, rather than individuals you can view in the planet view. This is unfortunate since I liked being able to see each individual pops and their traits/jobs/ethics, but I completely understand why this system needs to be ditched for the sake of performance. The biggest change will likely be in the form of buildings and districts. We have yet to see how exactly the new systems will look, but right of the bat this is going to break TONS of mods that add new buildings, including LV.
schroecat Posted January 23, 2025 Posted January 23, 2025 11 hours ago, Kentvrio said: Good evening all, I'm getting a CTD it seems whenever a certain event tries to fire in the game, but I can't tell what event it is. All I CAN tell is that it is related to LV. Below is the line from the crash report that leads me to this conclusion: [21:16:30][gui.cpp:1061]: Tried to get gui_type [lv_h_window] which does not exist Has anyone else seen this or know how to further narrow down the issue? I'm trying to avoid doing the 50/50 method (again) due to the obvious time requirement. Thanks in advance. If you haven't used the Stellaris crash logs much before, they rarely ever show the actual cause of the crash, only the events that worked properly before it. The only reliable way to identify the source of a crash is to disable each mod you have one by one and test.
Kentvrio Posted January 23, 2025 Posted January 23, 2025 10 hours ago, schroecat said: If you haven't used the Stellaris crash logs much before, they rarely ever show the actual cause of the crash, only the events that worked properly before it. The only reliable way to identify the source of a crash is to disable each mod you have one by one and test. Damn, that's a shame to hear. The problem is this happened after about 20 years of play time, so doing that is very difficult in a way that ensures I'm targeting the specific issue. Thanks for your help though.
Fakenet Posted January 23, 2025 Posted January 23, 2025 On 1/22/2025 at 1:55 PM, Kentvrio said: Good evening all, I'm getting a CTD it seems whenever a certain event tries to fire in the game, but I can't tell what event it is. All I CAN tell is that it is related to LV. Below is the line from the crash report that leads me to this conclusion: [21:16:30][gui.cpp:1061]: Tried to get gui_type [lv_h_window] which does not exist Has anyone else seen this or know how to further narrow down the issue? I'm trying to avoid doing the 50/50 method (again) due to the obvious time requirement. Thanks in advance. The call for lv_h_window is in probably every event. If that actually points towards the problem it is not narrowing it down.
Antonkirov Posted January 24, 2025 Posted January 24, 2025 Y'all remember when pops used to live on certain tiles with resources, and you could do some tetris shit building with adjacency bonus and that? Sometimes I miss that time... things were simple back then... 1
Schmee Posted January 24, 2025 Posted January 24, 2025 21 minutes ago, Antonkirov said: Y'all remember when pops used to live on certain tiles with resources, and you could do some tetris shit building with adjacency bonus and that? Sometimes I miss that time... things were simple back then... I do miss it. I miss that wave of catharsis once you'd "completed" a planet. Every pop the correct type in the correct place, working the correct job with the correct building. Machine empires were fantastic for that back then since you could make a dozen templates and just start building the appropriate one for each spot. It really itched that OCD spot to have everything all neat and organized. 1
Reigor Posted January 24, 2025 Posted January 24, 2025 More details on upcoming changes, precursor selection, and population modification.
necrontyr525 Posted January 26, 2025 Posted January 26, 2025 the population modification, especially setting a 'default/preferred' template and then just letting your pops morph to it over time is going to be huge. hopefully this wil also get rid opf the issue of 'two templates the same except for the pic' issue.
lostoldman Posted January 29, 2025 Posted January 29, 2025 Sadistic/Masochistic synergy bonus appears to not be triggering on both 0.7.7 and the unofficial 0.7.9 version. Sub/Dom synergy seems to work fine though. Does Sadist/Masochist synergy have an additional requirement or trigger that I'm missing? If anyone is able to confirm or have instructions on how to fix, it'd be appreciated
Serithiene Posted January 29, 2025 Posted January 29, 2025 On 1/22/2025 at 7:27 PM, CyberKristi said: I typically do but it doesn't seem like you can make the push far enough back now with all the new techs added in by Stellaris's own new DLC as well. Such as the tech related to the Space Fauna and the Cosmic Storms. I get my ass handed to me in every game now if I have this mod because the Mid game and end game crises all are to powerful compared to me and every other empire in the game. Seems like it would be a good idea to me if the mod author did some work to adjust the end game and mid game crises to balance them with the way the change in progression is effected by this mod. How entitled of you, honestly. LV doesn't affect the crisis at all. And I've not experienced anything like you're saying you are. If the crisis is difficult for you. Tweak it on game creation. Also tweak the AI to make them better. It's unreasonable to expect a mod author to go out of their way for free to modify something their mod doesn't touch, especially since you're the first person I've seen moan about this. 2
Fakenet Posted January 30, 2025 Posted January 30, 2025 (edited) On 1/22/2025 at 8:27 PM, CyberKristi said: I typically do but it doesn't seem like you can make the push far enough back now with all the new techs added in by Stellaris's own new DLC as well. Such as the tech related to the Space Fauna and the Cosmic Storms. I get my ass handed to me in every game now if I have this mod because the Mid game and end game crises all are to powerful compared to me and every other empire in the game. Seems like it would be a good idea to me if the mod author did some work to adjust the end game and mid game crises to balance them with the way the change in progression is effected by this mod. You shoul probably just play on a lower difficulty. You swallowing your pride to do that should take a lot less work that overhauling the entire game. And how the actual fuck can you no longer push the endgame date back? It goes to 3000! Edited January 30, 2025 by Fakenet 2
CyberKristi Posted January 31, 2025 Posted January 31, 2025 (edited) On 1/30/2025 at 5:45 AM, Fakenet said: You shoul probably just play on a lower difficulty. You swallowing your pride to do that should take a lot less work that overhauling the entire game. And how the actual fuck can you no longer push the endgame date back? It goes to 3000! I didn't say I can't push it back, I said I couldn't seem to get it pushed FAR ENOUGH back. Big difference. On 1/29/2025 at 5:05 PM, Serithiene said: How entitled of you, honestly. LV doesn't affect the crisis at all. And I've not experienced anything like you're saying you are. If the crisis is difficult for you. Tweak it on game creation. Also tweak the AI to make them better. It's unreasonable to expect a mod author to go out of their way for free to modify something their mod doesn't touch, especially since you're the first person I've seen moan about this. It's the addition of Tech, both from the DLC the Developers have been adding, And also from LV it effects progression significantly by making it move slower since there is a lot more that can pop up in the random selection of tech now. I'm not the only person to acknowledge this it's been noted by many on the paradox forums that just with DLC alone this has been happening (to a lesser extent than those with mods that add tech). Slower Progression is what makes the Crisis so difficult if you can't push the crises far enough back to make it happen at a time when your tech progression is sufficient. Edited January 31, 2025 by CyberKristi
Fakenet Posted February 1, 2025 Posted February 1, 2025 (edited) 13 hours ago, CyberKristi said: I didn't say I can't push it back, I said I couldn't seem to get it pushed FAR ENOUGH back. Big difference. You have got to be intetntionally obtuse to misunderstand this. How is the year 3000 still not far enough back for you? How slow is your tech? How many repeatables do you need? Lower the difficulty. Edited February 1, 2025 by Fakenet 1
Schmee Posted February 1, 2025 Posted February 1, 2025 Maybe I'm in the minority here, but I find running LV is... actually balanced in the opposite direction. I lean into the sex jobs and end up with way more research/alloys production than I do in vanilla. I have to tweak difficulty up to compensate for the features LV adds making it too easy. *shrug* 5
Promenade Posted February 1, 2025 Posted February 1, 2025 23 hours ago, CyberKristi said: I didn't say I can't push it back, I said I couldn't seem to get it pushed FAR ENOUGH back. Big difference. It's the addition of Tech, both from the DLC the Developers have been adding, And also from LV it effects progression significantly by making it move slower since there is a lot more that can pop up in the random selection of tech now. I'm not the only person to acknowledge this it's been noted by many on the paradox forums that just with DLC alone this has been happening (to a lesser extent than those with mods that add tech). Slower Progression is what makes the Crisis so difficult if you can't push the crises far enough back to make it happen at a time when your tech progression is sufficient. What on earth is your modlist? Are you trying a 1-planet challenge every time? Somewhere, your settings are utterly whack if you're struggling to be able to fight a regular crisis by like 2350. Leaning into LV mechanics like Schmee above me is really powerful - something in your game is completely off if you're having this much trouble. Like, I'm running on grand admiral with a lot of stuff in the AI's favor (hell, I have a mod that literally just gives them free bonuses, thanks difficulty customization) and it's often still a steamroll. By the time the unbidden pop their stupid heads up, their entire navy is a fraction of one of my fleets if I don't have crisis difficulty up to like 4x. None of this is to "brag" or anything - I'm legitimately concerned that your game is absolutely borked somehow.
SpaceRaven Posted February 1, 2025 Posted February 1, 2025 9 hours ago, Schmee said: Maybe I'm in the minority here, but I find running LV is... actually balanced in the opposite direction. I lean into the sex jobs and end up with way more research/alloys production than I do in vanilla. I have to tweak difficulty up to compensate for the features LV adds making it too easy. *shrug* Idk if you're in the minority, but you're definitely not alone in thinking this/taking this approach. A lot of the traits are extremely OP by design and I definitely lean into building empires that, for example, have economies built entirely on milk cows. I even take this further by conquering other empires, gene-modding those species for dairy production, pop growth and smexyness, and then releasing them as vassals once I've rebuilt their buildings and economies for that purpose. I also use other mods that add interesting non-LV buildings to help balance resource production (VF's techs and buildings is my preferred mod that adds a bunch of new buildings for a diversified economy). I also do this because the AI is usually too dumb to make good use of these added buildings and can't create a balanced economy, so I end up conquering them and building a balanced economy for them
printit Posted February 2, 2025 Posted February 2, 2025 Most, maybe all, leaders with sector modifiers don't have planet modifiers with the same bonus. Sector bonuses doesn't apply to the planet of which the leader resides. I don't know if it is intended. Keep up the good work.
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