Stellaris

Stellaris

Extra Fallen Empires
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
Daniel  [udvikler] 25. juli 2019 kl. 7:54
Bug Reports
Please post bug reports, with as much detail as possible, screenshots are also a bonus if applicable.
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korkk 18. apr. 2020 kl. 6:00 
there a bug with the game settings where the crisis strength will not go beyond 5x and it seems to caused by ether this mod or your other mod Higher Fallen Empire Limit
Daniel  [udvikler] 18. apr. 2020 kl. 6:08 
I'll take a look at it, thanks for posting the issue.
Daniel  [udvikler] 18. apr. 2020 kl. 6:10 
Yeah, ive found the problem, patching now
Daniel  [udvikler] 18. apr. 2020 kl. 6:12 
Should be fixed now
SargR 29. mar. 2021 kl. 11:59 
the habitats(looks mammalian) the authoritarian fallen empire uses seems to have rendering problems, as its pitch black until viewed from a further angled distance
Dukkokun 18. apr. 2021 kl. 7:00 
Hi Daniel, noticed this bug in CWTools: Error at line: 7 column: 2 file: common\on_actions\EFE_on_actions.txt.
Please report this error to the author of the mod: Extra Fallen Empires.

Error message says:

Error in common\on_actions\EFE_on_actions.txt: Ln: 7 Col: 9 (UTF16-Col: 2)
}
^
Note: The column count assumes a tab stop distance of 8 chars.
Expecting: value

I think you forgot a = next to the event name :)
Daniel  [udvikler] 18. apr. 2021 kl. 7:49 
Oprindeligt skrevet af Dukkokun:
Hi Daniel, noticed this bug in CWTools: Error at line: 7 column: 2 file: common\on_actions\EFE_on_actions.txt.
Please report this error to the author of the mod: Extra Fallen Empires.

Error message says:

Error in common\on_actions\EFE_on_actions.txt: Ln: 7 Col: 9 (UTF16-Col: 2)
}
^
Note: The column count assumes a tab stop distance of 8 chars.
Expecting: value

I think you forgot a = next to the event name :)
Ah thanks was a typo
Dukkokun 19. apr. 2021 kl. 16:39 
I also noticed that the Ameba that spawn in the Xenophilic FE trigger a neverending loop in the First Contact event.
Plus, is it normal that some FE added by this mod spawn with only one system?
Iris 8. maj 2022 kl. 6:57 
for some reason every time i load a new game it makes the pacifist FE as the blaceholder " neutrals" government type, gives them no civics and gives them no name .
Iris 8. maj 2022 kl. 7:06 
also another one i just remembered as i just noticed it . while checking stuff. sometimes a FE spawns in a greate wound style system called " Power" and with a planet called "destiny" and again just like the pacifists they have the "dispicable neutrals government and no civics or ethics "
Daniel  [udvikler] 8. maj 2022 kl. 7:24 
Oprindeligt skrevet af darkgames61:
for some reason every time i load a new game it makes the pacifist FE as the blaceholder " neutrals" government type, gives them no civics and gives them no name .


Oprindeligt skrevet af darkgames61:
also another one i just remembered as i just noticed it . while checking stuff. sometimes a FE spawns in a greate wound style system called " Power" and with a planet called "destiny" and again just like the pacifists they have the "dispicable neutrals government and no civics or ethics "

I can't seem to reproduce, are you running the latest version of Stellaris?

Are you running any other mods which might affect Fallen Empires?
Sidst redigeret af Daniel; 8. maj 2022 kl. 7:25
Iris 9. maj 2022 kl. 4:58 
i did and just rn turned your mod together with the one which increases the limit also made by you and it seemed to fix the ""dispicable neutrals" bug but some now fallen empires spawn with one system . for example the FE from the " power" grate wound system are now the materialist ones . while there is already a materialist one , same thing with spiritualists but their system is just a generic one .also the Xenophile one spawned as a one system minor too but unlike the materialist and spiritual FE's the xenophiles dont have a full Fe equivalent while the Pacifist Fe didnt spawn. might be so when you have too many FE's game jsut creates one system ones as it doesnt know what to do? but in that case the pacifsts should spawn. idk i explained as best as i can if that is insefficient im happy to help with any way you need
Iris 9. maj 2022 kl. 4:59 
Oprindeligt skrevet af darkgames61:
i did and just rn turned your mod together with the one which increases the limit also made by you and it seemed to fix the ""dispicable neutrals" bug but some now fallen empires spawn with one system . for example the FE from the " power" grate wound system are now the materialist ones . while there is already a materialist one , same thing with spiritualists but their system is just a generic one .also the Xenophile one spawned as a one system minor too but unlike the materialist and spiritual FE's the xenophiles dont have a full Fe equivalent while the Pacifist Fe didnt spawn. might be so when you have too many FE's game jsut creates one system ones as it doesnt know what to do? but in that case the pacifsts should spawn. idk i explained as best as i can if that is insefficient im happy to help with any way you need

forgot to mention i turned them on by them own
Daniel  [udvikler] 9. maj 2022 kl. 6:08 
Oprindeligt skrevet af darkgames61:
i did and just rn turned your mod together with the one which increases the limit also made by you and it seemed to fix the ""dispicable neutrals" bug but some now fallen empires spawn with one system . for example the FE from the " power" grate wound system are now the materialist ones . while there is already a materialist one , same thing with spiritualists but their system is just a generic one .also the Xenophile one spawned as a one system minor too but unlike the materialist and spiritual FE's the xenophiles dont have a full Fe equivalent while the Pacifist Fe didnt spawn. might be so when you have too many FE's game jsut creates one system ones as it doesnt know what to do? but in that case the pacifsts should spawn. idk i explained as best as i can if that is insefficient im happy to help with any way you need

Some of the new FE only have one system, others have more.

I've tried just running the mods you say and i can't reproduce.

Could you go to:

C:\Users\[username]\Documents\Paradox Interactive\Stellaris\logs

and paste the contents of error.log here
Sidst redigeret af Daniel; 10. maj 2022 kl. 2:38
Iris 9. maj 2022 kl. 13:21 
Oprindeligt skrevet af Daniel:
Oprindeligt skrevet af darkgames61:
i did and just rn turned your mod together with the one which increases the limit also made by you and it seemed to fix the ""dispicable neutrals" bug but some now fallen empires spawn with one system . for example the FE from the " power" grate wound system are now the materialist ones . while there is already a materialist one , same thing with spiritualists but their system is just a generic one .also the Xenophile one spawned as a one system minor too but unlike the materialist and spiritual FE's the xenophiles dont have a full Fe equivalent while the Pacifist Fe didnt spawn. might be so when you have too many FE's game jsut creates one system ones as it doesnt know what to do? but in that case the pacifsts should spawn. idk i explained as best as i can if that is insefficient im happy to help with any way you need

Some of the new FE only have one system, other s have more.

I've tried just running the mods you say and i can't reproduce.

Could you go to:

C:\Users\[username]\Documents\Paradox Interactive\Stellaris\logs

and paste the contents of error.log here


"
[22:11:03][dlc.cpp:344]: Invalid supported_version in file: mod/ugc_946222466.mod line: 6
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_democratic already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 25
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_oligarchic already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 57
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_dictatorial already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 91
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_imperial already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 122
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_hive_mind already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 152
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_machine_intelligence already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 195
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_ancient_machine_intelligence already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 247
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_corporate already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 259
[22:13:48][building_type.cpp:635]: Building building_extra_fallen_empires_ancient_control_center_awakened is missing texture gfx/interface/icons/buildings/building_extra_fallen_empires_ancient_control_center_awakened.dds
[22:13:48][building_type.cpp:646]: Building building_extra_fallen_empires_ancient_control_center_awakened Upgrades Into Inexistent Building: extra_fallen_empires_building_ancient_control_center_awakened_captial
[22:13:48][building_type.cpp:635]: Building building_extra_fallen_empires_ancient_control_center_awakened_captial is missing texture gfx/interface/icons/buildings/building_extra_fallen_empires_ancient_control_center_awakened_captial.dds
[22:13:52][modifier.cpp:1069]: mod_country_base_consumer_goods_produces_add modifier is used but not localized!
[22:16:05][galaxy_generator.cpp:2837]: Could not find initializer "" for fallen empire "EFE_pacifist_fallen_empire_4"
"
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