Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español – España (spanska – Spanien)
Español – Latinoamérica (spanska – Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (portugisiska – Portugal)
Português – Brasil (portugisiska – Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (ukrainska)
Rapportera problem med översättningen






That's a .. useless report.
I need logs to check. Use the bug report forum discussion for that.
Because I would need to make the icons, I can't do it, and I just got helped to fix like 5 of them.
@ItsDaKoolaidDude
Show the concerned logs in the bug report forum discussion. Otherwise that kind of comment is useless.
invalid context switch [owner], broken set_policy calls, invalid message scopes and malformed civics that overwrite event targets
These errors are writing malformed data into save files (Unexpected token = / { errors).
Please review scripted_effects, policies, and message scopes
Link added
@Gilgy
Answer you in more details on Discord: not a bug
It's bug, someone reported in on Discord, will be fixed in the next update
Finish the path completely (situation and all), an event will pop after a while, you can take an immediate bonus or continue.
Do a research, and choose your other path. Enjoy.
So:
1. Does this mod grant a player the capacity to have two ascension paths?
And
2. If so, can it be intentionally triggered?
And
3. If so, how do I do that?
Please and thank you! This is mod is quite fun!
Coming with a bunch of balance, and a french translation (link on the page and changelog - profitez bien :D)
Look into the event files, there's one for the civics.
Search using the civic name. Creating a fleet is bothersome, it tends to fail, needing a lot of testing.
Do you mean unable to remove it ?
It's by design if you have the Voidborne AP, or be a Void Dwellers empire.
Otherwise, it should works.
This version hasn't been updated in a long time.
You probably see line like wiirlak_ac_ap_call_of_the_storm right ?
If you want you just need to update it. Since people have translated the mod, I log the changes to the loc files in my changelog.
J'ai pas le courage de faire la traduction moi-même
Absolutely not.
I have some back-ups there through: https://www.nexusmods.com/stellaris/mods/81?tab=files
The 4.0 feature that save important events in the timeline.
Can you try it again with only my mod ?
The tools aren't updated to 4.0.22 yet; but the mod is playable as is.
If you find an issue, report it.
Sorry for blaming you immediately; I don't know why it happened, but maybe I had already made first contact, and then it crashed. After my third attempt, everything was working smoothly.
I can't reproduce this. Make sure your game and mod are updated.
The 4.0.22 dropped yesterday and UI Overhaul was crashing my game.
There was a bug, introduced by 4.0, fixed
@Dlinktp
Traits are now neutral, costing 0.
@Fenrisúlfr
The Aether Reactor can now be free-placed.
Border Control and bioship is fixed. Should also be more future proof as it deletes all military ships.
Fixed civics locking you out of your empire in multiplayer !
@Dr. Quackers M.D.
Uh ... no