Stellaris

Stellaris

~~Stellaris [v4.2] General Fixes
78 条留言
MeniliteZ 12 月 11 日 下午 4:40 
I'm curious about the tutorial problem too. I use it a lot, to see what I might have missed.
After over 2K hours of playtime, I found a tutorial mission I'd never seen before, for example.
Hot Wet Nobel Laureates 12 月 11 日 下午 3:10 
Couple of questions since i just discovered this mod. How is this mod not compatible with the tutorial, and should i also sub to Ariphaos Unofficial Patch?
MightyShark 12 月 9 日 下午 6:08 
Hey FirePrince In the focus_events_1.txt file shouldn't the NOR be removed around line 607 and the AND in Line 609 replaced with a NAND as i'm getting a "cannot find limit" error for the current logic .
Elder Spud 12 月 9 日 下午 5:41 
Also completely unrelated to what's going on in my below comments, I can't declare war on fallen empires with this empire... The declare war button works, but I have no CB's in the list (I have claims and I also should have the Devastation (Cleansing Blaze) CB). This happens even with no mods installed so it's just a dumb vanilla problem
Elder Spud 12 月 9 日 下午 5:37 
2)
I started a new game as an old devouring wilderness empire that I had, same setup as the last new game, and could finish enclave first contacts. I tested this to see if it was an issue with empires that had the "no diplomacy" type tag.

To finish my testing, I modified the empire I'd been having trouble with and removed the Scorched World Heralds civic (I should've just done this haha). First contact with enclaves was fine.

There's something up with the new Scorched World Heralds civic and this mod as far as I can tell, as my multiplayer friend was playing as a different Infernal species and had no problems. I'm by no means a modder, let me know if you want me to test or check anything else!
Elder Spud 12 月 9 日 下午 5:37 
1)
@FirePrince I just did another multiplayer session, I can confirm we were on 4.2.3.9 and I wasn't able to finish first contacts with the new enclaves that I'd discovered. I closed the game and re-subbed to the mod, it's now showing as 4.2.3.11 in the PDX launcher. I loaded up the save and still cannot finish first contacts with enclaves.

I started a new single-player game as the same species, went and found an enclave, and cannot finish first contact, the button just isn't there. I turned off this mod and it worked fine. I turned off UI Overhaul Dynamic and turned this mod back on, no button to finish first contact with enclaves.

I then started a new game as a totally different species with both this and UI Overhaul enabled, Shroud-Forged Robots, found an enclave, and was able to finish first contact without issue.
Wairui 12 月 8 日 上午 11:49 
FirePrince:
Regarding what you wrote "If the amount of negative rating effort outweighs my mental resilience,..."
It goes without saying, in EVERY community there are always some trolls/psychopaths/pathalogical haters who enjoy inflicting pain on others. Don't let them get to you. Please remember that I believe the vast majority of people here sincerely appreciate your generous contributions and luv ya. THANK YOU!
FirePrince  [作者] 12 月 8 日 上午 7:24 
@Elder Spud: thx for report, this should be fixed yesterday (version="4.2.3.9") now we are on version="4.2.3.10". Can you confirm?
Elder Spud 12 月 7 日 下午 9:06 
In relation to what S3V3R said, I was/still am having trouble with first contacts with the enclaves, regular first contacts work fine.

In my case, I'm using the Cosmic Dawn origin with Scorched World Heralds civic. I have this mod and UI Overhaul Dynamic (tested all of this without UI Overhaul, same problems. This mod is at the top). I'm also in a 2 player multiplayer lobby, the other person (with this mod of course) had no trouble with first contacts with enclaves.

Eventually I saved and restarted the game without this mod, reloaded the save, finished the first contacts, saved, and re-hosted from that new save with this mod re-enabled. I then came here to mention the bug and saw S3V3R's post. I unsubbed from the mod and resubbed, my checksum changed (284d instead of 33e3 or something). I loaded a previous save and tried the first-contacts, still a no-go.

Figured I'd mention it since it may be specific to devouring swarm-type empires.
FirePrince  [作者] 12 月 7 日 下午 6:25 
@S3V3R: thanks, there was indeed something, btw I also fixed another vanilla bug related to this.
S3V3R 12 月 7 日 上午 7:52 
I was having a issues with first contact for curators, artisan troupes, mindwardens and the like. The issue is that the first contact gets stuck at the very end and you never get communications. so the first contact project remains there doing nothing. Any idea why that could be? I tested in:

1. vanilla: first contact works, ofc
2. my modlist including this: first contact with said nonplayables does not work
3. my modlist not including this: first contact with said nonplayables does work
4. JUST this mod alone: first contact with said nonplayables does not work
你好 12 月 7 日 上午 2:09 
thank
FirePrince  [作者] 12 月 7 日 上午 12:14 
@sasaki412: Git is now up: https://github.com/F1r3Pr1nc3/StellarisGeneralFixes

@A-Sartek, NickSheperd ty ;-)
@thumbnail: actually, I did hue shifted it, and most of the text is also handmade.:-P It is actually fully handmade from the v4.1 version (which was green).😏
A-Sartek 12 月 6 日 上午 10:34 
Just like @Nick Sheperd said, yea suggesting tasks like changing the thumbnail is quite stupid, it is reaaally easy to ignore such people. Also, hey thanks for the mod and your efforts, instant favorite!
NickSheperd 12 月 6 日 上午 9:18 
FirePrince, first of all let me just say thank you for the insane amount of hard work you've done creating this patch to fix a lot issues to make the game run smoother for all of us.

Secondly, just ignore people who bring negativity for no reason. The thumbnail of all things has no impact on the mod at all. Do what you want to do, ignore people whining for the stupidest things.
FirePrince  [作者] 12 月 6 日 上午 2:07 
@sasaki412: No, I am absolutely open to collaborative work, but it seems not everyone is suitable for it.
FirePrince  [作者] 12 月 6 日 上午 2:04 
@sasaki412: Thanks! Fix incoming!!!
@vanillaification: OK, in the next update I will make a nice, handcrafted self-made picture with full own copyright.
sasaki412 12 月 5 日 下午 7:13 
@FirePrince
In the spirit of RMG's Vanilla Fixes, why not try to start with this mod and aim to wipe out errors in error.log?

Set up settings that speed up AI development (Grand Admiral difficulty, reduced research costs, etc.), then run the observe command and monitor for a while.

I am willing to contribute some code to fix bugs i can.
sasaki412 12 月 5 日 下午 6:42 
@Kamisori
@FirePrince

I found the reason why mercenaries aren't being created.

On line 183 of overlord_enclaves_events.txt, "effect" is lowercase. Change it to "EFFECT."
sasaki412 12 月 5 日 下午 6:15 
If you need other people's help, you should make it possible for us to commit to GitHub.
I also think it would be a good idea to contact Ariphaos and apply for co-editor.
Stacking multiple bug fix mods increases by human errors.
Are you trying to shoulder everything on your own?
Kamisori 12 月 5 日 下午 5:10 
Mercenaries dont generate with this mod enabled.
vanillaification 12 月 5 日 下午 3:36 
why exactly is the thumbnail ai generated? could you not have just hue shifted a picture of vs code lol
Apocryphal 12 月 5 日 上午 11:03 
@Nesserino While I yearn for that, and while such AI mods did exist in the past, that's not what this patch is about.
Wairui 12 月 5 日 上午 9:12 
Gilten:
To get you started, check out the 'Change Notes' for this mod and the previous mod for 4.0.x - 4.1.x.
Gilten 12 月 5 日 上午 5:51 
Is there a place where I could find all the bugs fixed by this mod?
LordofthePies 12 月 5 日 上午 5:01 
I can at least say I've never seen a Pre-FTL civilization advance since I got the game after 4.0, and I don't have this or any mods. It may very likely be the base game.
FirePrince  [作者] 12 月 5 日 上午 3:24 
@关山难越 : 很遗憾,这个“mod”每天更新3次。
@Nesserino: good point: that would be the next step, but here I can just do the basic stuff.
关山难越 12 月 5 日 上午 1:57 
啥时候更新mod
Nesserino 12 月 4 日 下午 3:21 
please make the AI less braindead and more aggressive I beg
Some name 12 月 4 日 上午 4:52 
@MightyShark Huh, this is curious. I do run plenty other mods but none of them have that file.

The error.log lines were just a consequence of the misplaced `allow` not where it actually was and the game stopped complaining when it was removed. I found it in `building_order_castle`'s `triggered_planet_modifier`, between the closing bracket of `potential` and `job_knight_add`.

But if you say you don't see it there then whatever, maybe Steam just borked my copy of the file. Should have tried a forced redownload first.
Archscientist K 12 月 3 日 下午 7:47 
Yeah, I know that's the ideal. It was more of a question to anyone who might know than a bug report. I couldn't find any bug reports in the forums, but it seems they've been messing with pre-FTLs in this beta... So it was a hunch and I was curious if anyone noticed it at all. I don't have time right now to test it thoroughly, so I thought I'd leave the thought lol
sasaki412 12 月 3 日 下午 7:40 
We should determine whether the bug is caused by the base Stellaris game, this mod, or Ariphaos unofficial patch before reporting it.
Archscientist K 12 月 3 日 下午 6:50 
Are pre-ftls bugged this patch? They don't seem to be getting any age progress when they hit Early-Space Age. They're stuck at 0% even with enlightment pacts
𝕵𝖆𝖙𝖘𝖐𝖆𝖓 12 月 3 日 下午 4:32 
ladies and gents, we have our newest bethesda replacement candidate!
MightyShark 12 月 3 日 下午 3:20 
@FirePrince- found another minor issue, in the grand_archive_events,txt file, lines 4500,4514 and 4528 need to have the 'trigger' text in upper case- so it should be TRIGGER. Cheers
MightyShark 12 月 3 日 下午 3:17 
@Some name- are you only running this mod and no others? Because the "allow" block at line 620 in this mod looks fine to me and is NOT inside an 'triggered_planet_modifier` block .

allow = {
is_occupied_flag = no
}
Some name 12 月 3 日 下午 2:23 
IDK if it's just me but Imma report it anyways: the `allow` block inside the `triggered_planet_modifier` block in 'common/buildings/02_government_buildings.txt@609' appeared to be causing some problems. The game didn't crash, but it would spit out errors and cause some attributes to be treated as building definitions. Example of what was written in error.log:

"""
[21:29:06][building_type.cpp:715]: Building 'resources' is lacking the building_sets definition.
[21:29:06][persistent.cpp:41]: Error: "Unexpected token: text, near line: 620
" in file: "common/buildings/02_government_buildings.txt" near line: 620
"""
MightyShark 12 月 3 日 下午 1:58 
Awesome thanks for the quick response FirePrince !
Xelnath 12 月 3 日 下午 12:34 
Maintenance minded teams will fix existing issues at the cost of expanding features.
Expansion minded teams will add new content at the expense of fixing low-impact one.

League of Legends, for example, had two separate sets of developers and designers for each of these responsibilities. Despite that, it was an intensely difficult balancing act.

Hope this helps!
Xelnath 12 月 3 日 下午 12:34 
@Anxiety hi Anx, game developer for over 23 years here.

The tl;dr is priorities and available attention. All game studios have to choose where to prioritize their time and resources. Small bugs, often known as earflicks, drop below the critical threshold of attention.

This means that small, easy fixes still require the level of QA, double-checking and release management as mid-sized, difficult ones. So this comes down to the low-hanging-fruit problem and the attention problem

When your costs are constantly going up, your minimum requirements are to generate enough revenue to stay open, then prioritize those resources. There are generally two modes of development - maintenance and expansion.
Vralr 12 月 3 日 上午 11:00 
Save Game compatible?
FirePrince  [作者] 12 月 3 日 上午 4:08 
We are now on version="4.2.3.4"
@MightyShark:oupsy* sorry, hotfix is up! thx for report!
@finip: good question, looks good. :)
@Anxiety: A million dollar does not replace passion and soul.
finip 12 月 3 日 上午 1:12 
Has anyone tried this mod with the "Vanilla Basic Optimization" mod?
MightyShark 12 月 3 日 上午 12:39 
Was there an inadvertent change to EVENT files to use "owner = owner" when calling inline_scripts instead of "OWNER = owner" because it is flooding the error.log with these types of errors ->

Scripted Trigger $OWNER$ is invalid at file: events/anomaly_events_1.txt:4268(inline_script) common/inline_scripts/events/biogenesis_event_art.txt line: 9

When i put it back to "OWNER = owner" it fixed it.
Anxiety 12 月 3 日 上午 12:09 
Sorry for my ignorance just trying to understand how this universe work... If one guy can fix bug why a company with a large budget cant?
Anxiety 12 月 3 日 上午 12:06 
does this also fix planet AI not actually working.. what this mod does i dont understand
MightyShark 12 月 2 日 下午 10:45 
Great thanks FirePrince !
Archscientist K 12 月 2 日 下午 10:00 
My pleasure! You're doing -YOUR FAVORED SHROUD PATRON-'s work with this mod o7
FirePrince  [作者] 12 月 2 日 下午 9:47 
Thx for reports, should be all fine now. :steambored:
Archscientist K 12 月 2 日 下午 8:17 
It seems Temple buildings keep disappearing after monthly ticks (including the one that you start with on a regular homeworld). Could it be this mod? I don't think I anything that would do that otherwise