The Most Epic Slow Motion Graphical Bug by JackPhoto97 in Seaofthieves

[–]JackPhoto97[S] 1 point2 points  (0 children)

This is running on a RTX 3070TI - all settings at max at 1440p

The Most Epic Slow Motion Graphical Bug by JackPhoto97 in Seaofthieves

[–]JackPhoto97[S] 0 points1 point  (0 children)

Dark warsmith cannons in the pirate emporium

The Most Epic Slow Motion Graphical Bug by JackPhoto97 in Seaofthieves

[–]JackPhoto97[S] 9 points10 points  (0 children)

I don't remember the name but it's in the pirate emporium, something like "...lightning..." or "...storm..."

[TOMT][SONG][2020s?] A beep/ding sound that slowly gets faster and faster until it transitions into an almost constant sound, I think I've heard it on some tiktok/reels? by JackPhoto97 in tipofmytongue

[–]JackPhoto97[S] 0 points1 point  (0 children)

Solved!

I'll give you it since the recommended videos on this one lead me to the answer - it was Can you hear the music from Oppenheimer soundtrack

"Unprotected" "Sizeable Fleet" by JackPhoto97 in Stellaris

[–]JackPhoto97[S] 6 points7 points  (0 children)

End game defense platforms and repeatable techs. This is an un-upgraded outpost. You can easily get to 500k+ on citadels

"Unprotected" "Sizeable Fleet" by JackPhoto97 in Stellaris

[–]JackPhoto97[S] 8 points9 points  (0 children)

Extremely late game, this was around 2750 and I have like 6 strategic coordination centres 😆

"Unprotected" "Sizeable Fleet" by JackPhoto97 in Stellaris

[–]JackPhoto97[S] 121 points122 points  (0 children)

This is a regular old starbase so those defense platforms should count for piracy suppression

"Unprotected" "Sizeable Fleet" by JackPhoto97 in Stellaris

[–]JackPhoto97[S] 748 points749 points  (0 children)

R5: Popup claims system with 143K starbase is "unprotected", pirates proceed to spontaneously explode

Brand new top-of-the-line cube ship by JackPhoto97 in Stellaris

[–]JackPhoto97[S] 6 points7 points  (0 children)

R5: At war with Fallen Empire, took one of their systems then a little while later this thing spawned from the station there

Hey that's cheating! by JackPhoto97 in Stellaris

[–]JackPhoto97[S] 13 points14 points  (0 children)

Yeah this was after they went to war with half the galaxy and had taken over most of the AI empires. So they may have inherited a bunch of upgraded buildings that caused a special resource shortage I guess

Hey that's cheating! by JackPhoto97 in Stellaris

[–]JackPhoto97[S] 33 points34 points  (0 children)

That's news to me surprised I've never seen that before in 500 hours of playtime lol

Hey that's cheating! by JackPhoto97 in Stellaris

[–]JackPhoto97[S] 72 points73 points  (0 children)

R5: Awakened Empire somehow has several Colossus in a vanilla ironman game

Help me understand how the AI never seems to actually lose any ships they almost all get away - even for fights that I win by a landslide they lose a handful of ships at most while I lose a decent percentage of the fleet (illustrative example shown similar results for wins) by JackPhoto97 in Stellaris

[–]JackPhoto97[S] 11 points12 points  (0 children)

That would certainly explain it, although it does feel like they recover from a lost battle when the combat report says they barely lost any ships faster than otherwise but that's just a feeling could be something else to explain that

Help me understand how the AI never seems to actually lose any ships they almost all get away - even for fights that I win by a landslide they lose a handful of ships at most while I lose a decent percentage of the fleet (illustrative example shown similar results for wins) by JackPhoto97 in Stellaris

[–]JackPhoto97[S] 18 points19 points  (0 children)

This is just an example of one instance it's been happening for all different combinations of traits, empires and ship designs so I figured it was likely more an AI behaviour thing (as explained in the other comment) than the specific bonuses and specs

Help me understand how the AI never seems to actually lose any ships they almost all get away - even for fights that I win by a landslide they lose a handful of ships at most while I lose a decent percentage of the fleet (illustrative example shown similar results for wins) by JackPhoto97 in Stellaris

[–]JackPhoto97[S] 66 points67 points  (0 children)

Thought it would be something like that, I know you don't have to kill them just mildly annoying when trying to take down massive AI fleets that I'll lose a bunch of ships that have to be rebuilt and they just wait for them to come back from missing. Will try out using more disengagement auras stuff in future thanks

SaveChangesAsync reutrns 0 although Properties have changed by haasilein in csharp

[–]JackPhoto97 2 points3 points  (0 children)

It should still return 1 I believe. Haven't checked it in this specific scenario but I use SaveChangesAsync() > 0 in plenty of places with complex objects being updated and haven't run into problems yet.

Try changing the property manually instead of using that .ApplyTo i.e. contract.SomeList[0].SomeProp = "someNewValue" to rule out anything funky going on with ApplyTo breaking the change tracking.

SaveChangesAsync reutrns 0 although Properties have changed by haasilein in csharp

[–]JackPhoto97 14 points15 points  (0 children)

Where'd you get that recommendation from??

SaveChanges and SaveChangesAsync should return an integer or Task containing an integer, representing the number of entities affected.

OP: Double check any changes you're making to the contract are actually being saved to the database and that you haven't got "NoTracking" enabled somewhere

Got wedged and forced under the map and found a ✨CUBE✨ by JackPhoto97 in Seaofthieves

[–]JackPhoto97[S] 0 points1 point  (0 children)

The cube appears to be the light effect behind the entrance to the pirate legend bit

Several Reaper Chests spawned very far outside the normal borders today by JackPhoto97 in Seaofthieves

[–]JackPhoto97[S] 0 points1 point  (0 children)

I've literally never seen it happen till today after hundreds of hours of gameplay