Stellaris

Stellaris

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Crisis Purge Fix
   
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1 Jan, 2019 @ 11:21am
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Crisis Purge Fix

Description
CRISIS PURGE FIX

**Testing Needed**

This Mod aims to fix script in the Swarm and Contingency crisis' where the text "#TODO" was left by the devs where the event purge text should have gone. This is clearly an oversight as I found the needed script inside other events, as if they just forgot to slap it in there.

With that said, this was brought to my attention by another player after posting this:

Custom Crisis Trigger Policy

TESTING NEEDED

I do not have a current savegame that allows me to test this fix, as the galaxy I am currently playing would not survive long enough for me to check for appropriate purging.

If you have a savegame that is appropriate, please use this (And the above crisis triggering mod if need be) to test this bug fix for me. It "should" work, as it follows the script for other event puring, but who knows.

Please provide feedback if there are issues! Thank you.
11 Comments
Inquisitor 30 Jan, 2020 @ 4:03am 
We need a faster purge mod.In my game contingency navys are sit and wait 30 years for one planet purge they are not expand fastly.I try Glavius AI mod too but not much change.
Nyx (She/Her) 10 May, 2019 @ 9:17pm 
psst
2.2.7
is this still needed?
Law_Dog  [author] 15 Feb, 2019 @ 11:02pm 
Thank you. I have been too busy to check and see if the latest patch corrects this issue, if not, I still need to look into the correct code. It may take a bit due to RL. I would advise using the AI mod, at least until I have time to return to the game.
Chirumiru ShiRoz 14 Feb, 2019 @ 8:43pm 
@Law_Dog There is a problem I found atm.

In the "Purge Ends" section, this event is fired when an empire retakes the planets from the planets conquered by the crisises (but not owned)

This event should remove the event_purge flag, not adds another flag on it, this causes the pops to still get purged even after the owner regains control.
Law_Dog  [author] 18 Jan, 2019 @ 7:53pm 
Sorry guys. This move is about to happen and I have had almost no time to even boot up the game. In the next week I will try to sit down and check current patches, look at the existing fix buried in Glavius AI, and try to dig out the individual solution. Thanks for the feedback.
HouseOfSwing 17 Jan, 2019 @ 11:16pm 
i tried to use this and it starts working (planets iconed with Scourge inhabited systems) and then when the next month flips it just goes back to normal (occupied planets and no purging), maybe its just me but im trying to fix a save and not starting from scatch
Argus von Stein 4 Jan, 2019 @ 4:27pm 
That's freaking ridiculous. Paradox are beyond limits. Did they fire all of their testers whatsoever? The most buggy update I've seen. So damn many buggs, ooh. Lgates would let nanites go to the opening nation, crisises won't genocide planets, pops lag is insane, desynchs, hot-join breaks 3/5 saves, economy tend to recalculate unpredictably on reload... That's just f*cked up. Thank you, good author, for your attemt to clear this ungodly mess of an update.
Saint-Benjen 2 Jan, 2019 @ 2:47am 
Yeah, just like our chinese friend said, I had the feeling that it worked. Thanks for trying to fix this issue and kudos to you. I wish you the best. :Gifting::Gifting::Hire::Hire:
Law_Dog  [author] 1 Jan, 2019 @ 6:17pm 
that is, thank you. For anyone checking this out, I was informed Glavius' AI mod, which is extremely popular, includes this fix. I know for a fact I don't want the rest of his mod, but I will use it to find a comprehensive solution, and with his permission, re-upload the complete fix here. Thanks for giving it a try!
小心我骂你 1 Jan, 2019 @ 4:46pm 
it works in my savegame to some extent. i cant see any pop declining in population interface but organic pops become undesirable and disappear after a period of time. there are still some problems with this mod: it doesnt work for already occupied planets and pops are still growing when other pops are being purged. hope useful for you.