Stellaris

Stellaris

Stargate Weapons: Arsenal
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
Sgt.StarChips  [udvikler] 24. maj 2024 kl. 11:08
BUG report / Suggestions
Report here all bug or any suggestion.
Sidst redigeret af Sgt.StarChips; 31. maj 2024 kl. 8:35
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Zombie 4. juli 2024 kl. 14:58 
For the factions without x or titan class weapons, you can just make the beams that are x and T class.
jk 29. juli 2024 kl. 21:56 
shield and armor hardening don't seem to work
MobiusRaptor 11. aug. 2024 kl. 18:55 
Found a weird interaction with this Stargate mod (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2239262430) : When both mods are active (order doesn't matter), using the research_all_technologies console command brings up infinite arsenal selection windows. If I click on an arsenal or move the window, there's more of the same window underneath.
Sgt.StarChips  [udvikler] 12. aug. 2024 kl. 9:29 
Oprindeligt skrevet af Zombie:
For the factions without x or titan class weapons, you can just make the beams that are x and T class.
why not but that doesn't change the fact that I would do it when I had time because it's not the priority of this mod

Oprindeligt skrevet af jk:
shield and armor hardening don't seem to work
I'm going to check that but last time I looked it seemed to work.


Oprindeligt skrevet af MobiusRaptor:
Found a weird interaction with this Stargate mod (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2239262430) : When both mods are active (order doesn't matter), using the research_all_technologies console command brings up infinite arsenal selection windows. If I click on an arsenal or move the window, there's more of the same window underneath.
I know this problem which can occur in certain rare cases unfortunately I do not have enough knowledge and time to resolve this, the only solution would be to remove the event but I think it remains useful, sry for that.
MobiusRaptor 13. aug. 2024 kl. 1:04 
Oprindeligt skrevet af Sgt.StarChips:
Oprindeligt skrevet af MobiusRaptor:
Found a weird interaction with this Stargate mod (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2239262430) : When both mods are active (order doesn't matter), using the research_all_technologies console command brings up infinite arsenal selection windows. If I click on an arsenal or move the window, there's more of the same window underneath.
I know this problem which can occur in certain rare cases unfortunately I do not have enough knowledge and time to resolve this, the only solution would be to remove the event but I think it remains useful, sry for that.

Thanks for checking! I let the other modder know, and they think both mods are using the same "something".

I'm playing a game with both mods active, but haven't yet researched the tech that triggers the event that leads to the bug. I'm hoping that the bug only happens when I use the research_all_technologies console command, and that playing the game naturally doesn't activate it.
Sgt.StarChips  [udvikler] 14. aug. 2024 kl. 9:40 
normally the event is triggered once the stargate technology is searched , if you need details:
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2617459347/4338734057910960500/
the window reappears if no selection is made while other technology is searched
let me know if you find any additional information there
Sidst redigeret af Sgt.StarChips; 14. aug. 2024 kl. 9:41
MobiusRaptor 14. aug. 2024 kl. 23:20 
I found a workaround -- using the console to research only the initial stargate tech (using the research_technology command) will trigger the event+arsenal selection menu without giving me the infinitely reappearing menus. When my current research finished, there were stargate weapons techs available to research.

This incompatibility seemed to only affect the weapons selection menu and the initial stargate tech (I was 40 years into a game and still didn't see it as a research option, despite it being a Tier 0 tech) -- the power generators and armor techs were appearing without a problem.
Sgt.StarChips  [udvikler] 15. aug. 2024 kl. 2:27 
I found the solution, a conflict with a technology which had the same name in both mods
I changed that and hope that solved the problem.
Sidst redigeret af Sgt.StarChips; 15. aug. 2024 kl. 2:36
MobiusRaptor 17. aug. 2024 kl. 16:37 
Oprindeligt skrevet af Sgt.StarChips:
I found the solution, a conflict with a technology which had the same name in both mods
I changed that and hope that solved the problem.
Thanks! Everything seems to work just fine now -- no more infinite menus and the initial tech appears with new games.
Erebos Melank 9. sep. 2024 kl. 18:17 
The Tau'ri weapons don't progress Tier 1
Sgt.StarChips  [udvikler] 10. sep. 2024 kl. 10:21 
the technologies work well, don't forget to research vanilla weapons like mass drivers to unlock mod weapons research tiers
RadioAk7iV 3. feb. kl. 3:34 
I have the problem that the descriptions do not work for me. I have the Dynamik UI Mod and Better Space as well as Better Battle Mod, is it due to one of the mods or do I have another problem?
Pheonix 24. maj kl. 16:13 
Maybe increase the Damage the Taur'i Missiles do, they seem to be weaker than the Tier-2 fusion missiles ?
nobody 22. juli kl. 5:56 
common/technology/sgw_stargate_tech.txt line 694 has a misplaced double quote messing with its prereq and weights
Sgt.StarChips  [udvikler] 22. juli kl. 9:18 
fix o7
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