Stellaris

Stellaris

~~Ariphaos Unofficial Patch (4.1)
1,369 条留言
Raidboss_L 9 月 30 日 上午 3:26 
Hey as you said we should feel free to forward changes from this mod, i hope its okay i used your way of policy to stop juggernauts from building ships

I mentioned you in that mod ( Compact Armadas (Better performance!) ) as a special thanks as you can see at the top of the page ^^
Misterwheatley 9 月 28 日 下午 4:37 
Dunno if its this mod but shroud forged seems to be completely borked.
Ariphaos  [作者] 9 月 26 日 上午 9:58 
4.1.3 release

* Society Focus 2 and 3 traits (for planet society production) should not be councilor traits (BookSerpent)
* Fixed alexrider803's name in Credits. Sorry Number 803
LikeNoOthers 9 月 24 日 上午 9:26 
Can a fix to the leeching tower from entropy drinkers (and related civics) be included here?

They seem to have a wrong factor 10 on upgraded versions, as it goes from 0.5 unity per 100 civillians to 0.10 and lastly 0.15
Ariphaos  [作者] 9 月 23 日 下午 12:52 
4.1.1 release.

* Ruined strategic coordination structure can try to scope to a nonexistent country at game start.
Ariphaos  [作者] 9 月 22 日 下午 8:36 
4.1 Update

* Account for any type of chosen in federation elections.
* Some forgiveness for when is_enslaved is called from with an invalid root scope. (Fireprince)
* Fix improper scope for GASEOUS_METALS_CAT
* Accommodate nonstandard galaxy sizes for EotC aura calculations.

Patch fixes applied by Paradox:

* Zro crystal now applies to all chosen one event failure chances.
* Some other sanity checks regarding the chosen one event.
JamieStylez 9 月 22 日 下午 2:38 
Is it possible to start playing now without this mod and then add it later to an ongoing game?
Ariphaos  [作者] 9 月 22 日 上午 8:01 
@coloreddeath several hours, probably.

The actual merging is almost done, but I need to do more testing.
coloredearth 9 月 22 日 上午 7:52 
ETA on update for 4.1 ? Thanks for your hard work.
Ariphaos  [作者] 9 月 19 日 下午 5:22 
@seifer you might need to purge the folder from your disk (not just unsubscribe) and resubscribe.
Seifer 9 月 17 日 下午 11:15 
i don't know if this was fixed in the recent update as i did not see it in the patch notes, but i had a issue that my planets did not have access to the second specialization even though i had the tech and capital upgrade. when i removed this mod and started a new game i did not have the bug. i figured i should mention it as i saw a few comments sort of related last i checked. any idea what the issue could be? i very much like this mod. its amazing work.
alfharobby 9 月 13 日 下午 1:04 
does this mod fix the Job Bug where once you hit bigger number like 40K some job simply refuse to be work on by excessive civilian.

especially ruler job and precursor job.
Rogueone 9 月 11 日 下午 2:17 
Is this old save compatible with a game i had a few days before the update?
Camille1358 9 月 11 日 上午 4:52 
From what I've noticed, all jobs can be buggy, except that it's usually a building or a job, and by improving it and deconstructing it once, or simply deconstructing and reconstructing it, the bug disappears and the jobs are distributed evenly. This often happens on new planets or new buildings that we construct (anything that ultimately provides jobs). And generally, only a limited number of jobs are affected.
Handwran 9 月 10 日 下午 8:17 
is there a way to fix the collosus bug for legacy 3.14
Camille1358 9 月 9 日 下午 2:09 
and after that it was the metalworkers, and this time 95 jobs
Camille1358 9 月 9 日 下午 2:06 
In my case, it was the researchers, but I just retested on yet another new game and this time it was the workers, so I think all jobs are affected.
Ariphaos  [作者] 9 月 9 日 下午 2:06 
It isn't apparent to me how the patch would impact that, unfortunately. Hm.
Camille1358 9 月 9 日 下午 2:03 
researchers, in my case
Ariphaos  [作者] 9 月 9 日 下午 1:57 
Which jobs, specifically?
Camille1358 9 月 9 日 下午 1:56 
I had to uninstall and reinstall it because it wasn't updating, but it worked this time, except that jobs that should be filled are not, they remain available even after several months (a small number, such as 30-50 sometimes).
Camille1358 9 月 9 日 下午 1:47 
(tested after ur update )
lmao at the same time xD
but i wil reinstall the mod and retry
Ariphaos  [作者] 9 月 9 日 下午 1:44 
@Camille1358 I only updated the mod less than an hour before you posted, is this still occurring?
Camille1358 9 月 9 日 下午 12:09 
"Virtual pops are constantly getting unemployed/deleted from jobs with this mod enabled."
"With this mod as the only one active I am unable to build or change the second specialization for the urban zone."

me too, this make m'y game unsusable
Ariphaos  [作者] 9 月 9 日 上午 11:20 
4.0.23 Update, apologies for delay

* Some logic to let AI clear up housing buildings if they have the excess amenities and housing.
* Moved galactic nominee/market building checks into potential rather than allow code for AI, which seems to be the new Paradox method.
* Fix for Chimeral Consciousness empire size reduction not being applied to Gestalts (SpenceZILLA)

Patch bugs fixed:

* A fix for utopian abundance and being displayed to machine empires ended up blocking it - and other living standards - for individualistic machines.

Patch fixes applied by Paradox:

* All changes in 00_scripted_loc were applied by Paradox.
* Fixed improper scope for robotic species in good living standards.
Commander Silver Shield 9 月 7 日 下午 12:31 
With this mod as the only one active I am unable to build or change the second specialization for the urban zone.
Fowlxenoeldar 9 月 7 日 上午 3:14 
Virtual pops are constantly getting unemployed/deleted from jobs with this mod enabled.
光の债王 9 月 3 日 上午 4:29 
Now it will prohibit the planet from building a second special zone (prompting the need for a second level planet capital). In my testing, all colonial planets and vacation planets will encounter this problem.Disabling this mod fixed these issues.
Comrade Phoenix 9 月 1 日 下午 9:32 
@kosapt No problem at all!

@Ariphaos You do good work, take the time you need.
Ariphaos  [作者] 9 月 1 日 下午 6:57 
I apologize, this will take me a few more days.
Kosapt 9 月 1 日 下午 6:26 
@Comrade Phoenix @spacecowboyyyyy Thank you guys, I was looking for the mod that was doing that.
spacecowboyyyyy 8 月 31 日 下午 4:33 
Can confirm I have the necessary capital building required to upgrade my stronghold building to fortress yet the upgrade arrow is greyed out. Also the buildings that add resource districts don't have a descriptor of what they add and building them does not give the extra districts. Disabling this mod fixed these issues. Looking forward to the update to reenable this mod.
WMK1234 8 月 30 日 上午 2:08 
Plz update bro,this and UIOD are the very most fundamental mods of this game.
Comrade Phoenix 8 月 29 日 下午 1:51 
This mod causes the homeworld (and likely any other planet, I've not tested a more progressed game with it) to have its planetary capital building not be recognized as being built (even though it starts with one). If anyone reading this is having trouble with building more urban specializations in BPV (as I was), this mod is likely the cause of your problems (confirmed by testing this mod in isolation).
Nider001 8 月 29 日 上午 12:32 
Any ETA on the update?
reanimated6 8 月 25 日 上午 6:39 
=(
turol 8 月 25 日 上午 3:00 
This seems to break the crop development hub and other buildings which should add resource districts. It uses "district_farming_max" instead of "district_farming_max_add".
Itsover 8 月 23 日 上午 7:21 
There seems to be a bug where individual machine empires can't use utopian abundance as it doesn't show up in the menu at all. I disabled the mod and it showed up.
DaTroll 8 月 23 日 上午 3:32 
No need to apologize. Take all the time you need and get well soon! Thank you for this outstanding mod and your ongoing dedication. :Blessing:
Ariphaos  [作者] 8 月 23 日 上午 3:24 
Aplogies, I've been sick and have had difficulty focusing enough to get an update done.
BlackLight 8 月 23 日 上午 3:04 
Thanks for your dedication. But I would like to up the bug @Align and @Valff mentioned. 2nd city district can not be specialized nor replaced when this mod is enabled.
1MillionD20 8 月 22 日 上午 1:46 
Update
Triscopic 8 月 18 日 下午 9:03 
I just wanted to thank you @Ariphaos I can’t believe you’ve dedicated so much time over the many years this has been going to making Stellaris more playable.

Thank you for making my game more enjoyable for five and a half years.
Valff 7 月 31 日 上午 5:13 
There's a bug in the mod that makes it impossible to build the 2nd district specialization
Align 7 月 21 日 下午 2:51 
This may be because I added this to an ongoing Wilderness Beta playthrough, but I thought I'd say this in case others are affected. With this mod enabled I can no longer build or replace the second urban district specializations; all the options are greyed out. With the mod off and loading the same save, the issue does not appear.
Nider001 7 月 15 日 下午 7:42 
Hello. Is the mod compatible with the most recent open beta? Some fixes such as "The AI should no longer occasionally just decide to stop building anything and wait for the sweet release of death." from the beta are too crucial to afford waiting for them until mid-august
Aphyxia 7 月 14 日 上午 3:06 
Zero Arcana 7 月 4 日 下午 11:22 
hey, just a heads up: there's an error in the vanilla files that causes the Galactic Commerce Hub fallen empire building to be auto destroyed, and that error is carried over in the files provided with your patch; it's literally a one-letter typo:

https://forum.paradoxplaza.com/forum/threads/stellaris-fallen-empire-building-galactic-commerce-hub-cant-be-built-the-building-also-has-wrong-job-numbers.1741727/post-30502441
Watchman 7 月 4 日 下午 12:34 
Also FYI Displaced Tiyanki Anomaly is broken in vanilla, if first option is selected (help them), sound effect for project creation happens, but apparently immediately fails, and Tyianki are spawning dead
Watchman 7 月 4 日 上午 5:57 
Any chance you will someday fix the fact that raider fleets from marauders get stuck in their home system 90% of the time, making them useless? Old as hell bug