Stellaris

Stellaris

More Events Mod
5,840 条留言
Tr33  [作者] 18 小时以前 
@Alven When you reported the bug the base game was on 4.1.3 and the beta 4.1.5. So if you didnt opted in for the beta, your game had the issue whihc got fixed
Malthus  [作者] 19 小时以前 
Ok, now I atleast know which fleets you mean. I'll have to do some tests, not sure what could be broken this time, if it isn't a mod conflict or similar.
dixiearistocrat 20 小时以前 
@Malthus so I can never see the Fleet itself, the red rift? Or wormhole? Whatever their fleets come out of. It will appear. Then a few days pass on the ticker. Then the game crashes. I reloaded the game went back over a year with auto saves. It always appears in the same system, and causes crashes. So reloaded the game, I destroyed the outpost in that system to see if it would spawn in another system, it did, but it did the exact same thing, the notification comes up, I click the camera, go to the new system with the rift and a few days pass the it crashes, PRESUMABLY it's happening when the ships come out of the rift thing.

That's really all the info I have. I never see the ships. It's happening bc of the VM.
Alven 22 小时以前 
@Tr33 I was playing the current 4.1.5 I think, I have it set up so the game automatically updates.
Superraiders 10 月 10 日 上午 1:21 
Yeah, this is in the same fanatical purist save. But considering he shrouded the Heart of Ascension and refused to deal with us if we reject him, being able to destroy his planet and solar system for materials feels like metagaming?
Malthus  [作者] 10 月 10 日 上午 12:12 
@dixiearistocrat You have to provide some more information for me to be able to do anything. Which fleets under which circumstances, etc.
dixiearistocrat 10 月 9 日 下午 11:36 
Hi this is crashing my game everytime one of the fleets is supposed to spawn
Malthus  [作者] 10 月 9 日 下午 9:14 
Hahaha, but you mean after rejecting him, right? Otherwise with a habitable world in the system you wouldn't be able to build a ringworld.
Superraiders 10 月 9 日 下午 8:21 
Welp, this is definitely unintended... but I found out that I could ruin Neochadamus' plan by building a ring world in his system
Malthus  [作者] 10 月 9 日 上午 3:39 
@Superraiders Staying true to your principles is a reward in itself ;)
Superraiders 10 月 9 日 上午 3:30 
Oh, I really missed out then. Guess that's what I get for playing as a fanatically purist empire
Malthus  [作者] 10 月 9 日 上午 3:17 
@Superraiders I don't think his wife was mentioned anywhere but in the first appearance of neochadamus, when you get him out of his prison, but those events are unconnected to the formless attacking him after his first ascension. These are just unbidden and similar factions he has stolen power from. They aren't in any way open for diplomacy similar to the endgame faction, so that wouldn't make much sense based on the existing lore. To be honest, declining his offer in the beginning is more of an afterthought, I though nobody would ever choose. I mean he offers you a free planet and big bonusses. Did not really plan to touch that part again and thinking about it I have a hard time coming up with good ideas for if I did.
Superraiders 10 月 9 日 上午 2:55 
Aw, shame. I thought that you could at a later point talk to his wife's army and fight him later on or something. Could be a good idea?
Malthus  [作者] 10 月 9 日 上午 12:53 
@Tr33 @Alven "Fix Armies getting stuck on colonies that get destroyed." from the 4.1.5 patchnotes as stated by Tr33. Can you check again with an older savegame if it works again as it did before? Would be great, if this issue would be gone now.
Malthus  [作者] 10 月 8 日 下午 11:13 
@Superraiders If you reject him, he goes into hiding and the planet stays shrouded after this. There is no going back from that point.
Superraiders 10 月 8 日 下午 11:07 
Hi, so I just met the Legendary Paragon in the Heart of Ascension planet. So I rejected him, and now his entire world is just inaccessible? Is this just the end of that particular event or can I find some way to access the planet again?
Tr33  [作者] 10 月 8 日 下午 1:47 
There was a bug in 4.1.3 and this could happen, but the beta/4.1.5 fixed it. What version did you use?
Malthus  [作者] 10 月 8 日 下午 12:28 
@Alven You might be on to something with your observation with the other invasion. Maybe postponing the planet change effect for a day, so the armies can successfully embark first, will change something. Will have to test this first though.
Alven 10 月 8 日 上午 9:55 
Thank you for answering, they took 50 years but indded they dissapeared. Regarding the armies, I invaded another empire and land invasions work fine, as they should, except in one planet that I was bombing and reached 100% devastation almost at the same time my army won (just by chance) and something similar happened: the plannet became a barren habitable world and the army was left in limbo, maybe there is something going on in the vanilla game?. I don't think that my saves would work with only mem, since I have a ton of mods, including gigastructures and the stargate one that add species/traits/structures/etc... However none of my mods affect army mechanics as far as I am aware of.
Malthus  [作者] 10 月 7 日 下午 1:55 
@Alven The time until they vanish can vary based on a few factors. They will disappear eventually. I am aware of the problem with the armies not embarking like they did in the past, but don't have a solution for it at the moment. Do you have a savegame prior to invading and does it load with only mem active?
Tr33  [作者] 10 月 7 日 下午 12:46 
@Violent Beetle The rift sphere tech is gated behind the DLC, so even if you get rifts you wont be able to explore them. I wish it wasnt like this
Alven 10 月 7 日 下午 12:39 
Hi thanks for the good work with the mod, I just wanted to report that the broken clock chain might be a bit bugged. I landed armies on the planet/ringworld and after defeating the defenders the thing collapsed but the armies remain there in some sort of limbo, I can see them on the rightside panel, but I cannot select them. I remember that the armies were just going back to the ships last time I played (like 1.5 years ago). Also, it has been more than 20 years since they spawned and they have not gone back to their time, I remeber that it used to be something like 10 years in my previous plays, not sure if that is variable. I play with other mods but I don't think there is anything that should affect these things.
Fenrisúlfr 10 月 7 日 上午 11:16 
@Violent Beetle, astral rifts is a DLC only mechanic
Violent Beetle  [作者] 10 月 7 日 上午 11:04 
Are rifts DLC-locked, or are specific rifts DLC-locked? Pretty sure nobody ever suggested dig sites needs to be gated just for being dig sites, but I guess rifts also have tech.

Still, DLC-gating is a standard practice so I don't think it's a problem.
Tr33  [作者] 10 月 7 日 上午 9:10 
@kayleehudson A little bit off topic, but Rifts are DLC locked. Might wanna consider it. ( Although I really want to see more rifts)
kaylee 10 月 7 日 上午 8:34 
@Malthus Thanks, that actually helps a ton!
Malthus  [作者] 10 月 6 日 下午 10:00 
@kayleehudson Not sure how much this will help you, but if you decide to do an astral rift, you should play for its strengths. Since astral rifts let you choose the next event ids in the options they are way more flexible. Use meaningful choices and branching stories based on them. This means a hell of a lot more work than what is needed for an arcsite, but adds replay value. If you just want to tell a story and hand out a reward, the arcsite is the less work intensive way to do it.
kaylee 10 月 6 日 下午 4:25 
Do you have any advice for people who are thinking of writing for an archaeology/astral rift storypack mod?
Malthus  [作者] 10 月 5 日 上午 10:34 
@zsgsdesign added it to the description. :)
zsgsdesign 10 月 5 日 上午 5:21 
Hey, I absolutely love this mod!

Since the Chinese translation hasn't been updated for More Events Mod for a while, I went ahead and made a new one that's compatible with the latest version. It translates everything new so far and have fixed some translation mistakes prior!

You can find it here:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3580896305




It would be awesome if you could add it to the description as an alternative option so more players can easily find it. Keep up the amazing work!
Malthus  [作者] 10 月 5 日 上午 1:22 
@Boriken Coffee If you have a savegame prior to invading where it failed to work properly before, can you check again and see if anything is different now? Also what happens in case of you invading a normal planet instead of a habitat or ringworldsegment? This whole thing is a bit inconvenient to setup for tests, so your help would be appreciated. Also does your savegame still work with only MEM active? In this case I'd be interested to get my hands on it for further tests.
Boriken Coffee 10 月 4 日 下午 7:33 
Apparently it DOES work for the station, just not the ring worlds
Boriken Coffee 10 月 4 日 下午 7:06 
Someone already said it but I'll repeat just in case, since it's happening to me too. Broken Clock is busted if you try to land armies on the ringworlds. They revert, but your armies don't automatically disembark, they get stuck on the ringworld and can't be embarked.
Tr33  [作者] 10 月 4 日 上午 3:07 
Check your modlist, you have an outdated mod and its not us
Railgun_Actual 10 月 4 日 上午 1:33 
i keep getting blank events every in game day? i don think its how to read because thats not installed.
Ben_D⚜ 9 月 28 日 下午 7:19 
Hello Malthus, I'm posting here to let you and others know that I've uploaded a patch for those who use the Military Enhancements 2.0 [Invasion Events & More] mod in combination with this one here. It makes the terrestrial military units from this mod utilise the Armaments strategic resource introduced by the Military Enhancements mod. It's called the Terrestrial Forces Compatibility Patch . I hope this helps a few people.
Malthus  [作者] 9 月 27 日 下午 2:41 
In the past they were embarked automatically. There is no event script effect to force it either as far as I'm aware of. Not sure how best to deal with this at the moment.
Darknexr 9 月 27 日 上午 10:20 
everytime i invade a planet or the ring segements for Broken clock it "returns" to the void and leaves my troops stuck there with no way of me getting them off even tho the Event that pops up says we were forced to retreat, and i kinda dont want to have troops i cant use
Malthus  [作者] 9 月 26 日 下午 12:10 
The effect in the our mod menu always targets your current ruler, you can use it directly after gamestart.
Fenrisúlfr 9 月 26 日 上午 11:56 
can that be done right at the start? (also i just like the portrait and wanted to create a species of them)
georgiaboy4 9 月 26 日 上午 11:55 
@Malthus: Thank you for updating!
Malthus  [作者] 9 月 26 日 上午 11:43 
Then all your leaders would look exactly the same. Granted there are four versions with blue/red and with/without the upper cloak, but it is still just the same character. I think it would work much better with the standard fox portrait. You can use our mod menu to change the portrait of your leader to this portrait (repeatedly until you have the variant you like).
Fenrisúlfr 9 月 26 日 上午 9:41 
would you be able to release the fox as a species portrait either in this mod or a separate mod?
Dilidala 9 月 26 日 上午 9:16 
@Laecard I think thats a vanilla bug and has something to do with fleet bombardment taking effect at the moment an army land on the bombed planet. I am quite certain I saw someone triggering the issue without mod.
Malthus  [作者] 9 月 25 日 下午 12:22 
@Laecard I'll check tomorrow if I can reproduce this issue and if so how to fix it.

@Frettchen The emperor and the fox are paragons you can get from events (astral rift for the former and special system for the other), the insectoid one isn't a paragon but a species portrait you can find under arthropoid. Using the mod menu you can also change the look of your empire's leader to one of our paragons.
Frettchen 9 月 25 日 上午 10:02 
how to get the three shown paragons? the human. the fox and the armored spiderthing?

are there spawncommands for them?
Laecard 9 月 25 日 上午 9:35 
For some reason this mod causes planets to immediately surrender when there is ongoing ground combat and a enemy fleet in orbit.
ly589826 9 月 18 日 上午 5:56 
thanks!!!
Space Grandpa 9 月 13 日 上午 8:35 
Oh, ok, thank you anyway)
Tr33  [作者] 9 月 13 日 上午 7:53 
@Space Grandpa sry I meant the 4.1 update. I will simply disable aevum for mp, as after several tries I wanst able to recreate or solve the issue. Sry for the inconvience