Stellaris

Stellaris

902 ratings
Bug Fixes 4.0.21√
9
4
3
2
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
653.094 KB
5 Oct, 2022 @ 8:43am
30 Jul @ 10:05am
65 Change Notes ( view )

Subscribe to download
Bug Fixes 4.0.21√

Description
📌 This mod fixes some long-standing and recent bugs or unreasonableness in vanilla.
❤️‍🔥 I so want a thumbs-up :p



⚙️ Details:


🛠️ Fixed the bug where AI empires could incorrectly leave a Hegemony federation without the President's permission.
(This fix is currently unverified - please let me know if the issue persists.)

🛠️ Bug fixes and improvements in rationality to the pacifist resolutions of Galactic Community: The Toxifier and Devolving Beam will now correctly violate the corresponding Galactic Laws. The using of Armageddon, Indiscriminate Bombardment, and World Cracker and so on to a Crisis Faction(including Endgame Crisis, the countries that had been declared Crisis and the countries that had any "Become the Crisis" AP and had Crisis Level 5) will no longer violate the Galactic Laws. If Crisis is ongoing, Demobilization Initiative(the final resolution in the pacifist path) will no longer prohibit Militarized Economy policy. Last Resort Doctrine and Demobilization Initiative will now also provide a 25% shipbuilding speed bonus during a Crisis(they boost shipbuilding speed in defensive wars with great determination - and if a galactic Crisis isn’t a defensive war, what is? :) ).

🛠️ Added the missing conditions and weights for Cosmogenesis and Behemoth Fury to AI Will in Galactic Community resolutions.(Paradox just forgot it.)

🛠️ Added the missing conditions and weights for Custodian-related resolution to AI Will in Galactic Community.(Paradox just forgot it.)

🛠️ AI will now use Edicts and Campaigns other than those that consume Unity.(The bug that has always existed in vanilla, and the 3.9 has affected more.)

🛠️ The situation of "What is to be our fate" from Shroudwalker Enclave will now correctly end after when it caused no result.(In vanilla, it won't, because Paradox forgot, again.)

🛠️ The AI country with Civic Autonomous Drones or Sovereign Circuits will now normally recruit leaders instead of being in a daze.(In vanilla, they still don't understand how to use Energy, Food or Minerals for a leaders' upkeep.)

🛠️ The Origin Payback, the event Healthcare Crisis will now be correctly avoided after Gene Clinic has been repaired.(In vanilla, the lack of trigger condition led to the triggering of "Healthcare Crisis" even if Gene Clinic was repaired and the tech was obtained.)

🛠️ Machine Intelligence Empires will no longer vainly and repeatedly assimilate their main species (after synthetic evolution), resulting in massive unemployment and economic collapse.(The malicious bug added in the vanilla 3.6 is the primary culprit that led to the collapse of the Machine Empires in the mid to late stages. However, because players usually pay little attention to the details of AI, they are rarely noticed. In fact, it occurs almost 100%.)

🛠️ Ditto, Organic Empires, too.

🛠️ The Admiral you obtained in event Promising Officer will now had the corresponding trait if you had Civic Crusader Spirit or Letters of Marque.

🛠️ When releasing a sector as a vassal, if you are in the Federation and federal law allows vassals to join, the released vassal will correctly automatically sign a commercial pact upon joining the Federation.(In vanilla, when a country joins any federation, it will automatically sign a commercial pact with its members. The vassals formed by the release of sectors may have been generated directly within the federation, mistakenly bypassing the judgement of joining the federation and failing to automatically sign, and you cannot actively sign with it, resulting in a loss of production.)

🛠️ In The War in Heaven, AI will no longer make illogical votes in Galactic Community.(In vanilla, AI will always trying denouncing one side and The League of Non-Aligned Powers even which they belong.)

🛠️ In Denounce Both resolution in The War in Heaven, AI belong to any side of Awakened Empires will no longer display a exact opposite voting reason, but a correct one.(In vanilla, AI will incorrectly display "They are not part of an Awakened Fallen Empire" even actually they are.)

🛠️ The resolution "A United Front" will now increase the damage done to the Great Khan. Accordingly, the damage bonus of resolution "Anti-Piracy Initiative" to Khan has been removed.(In vanilla, AI will always trying passing "A United Front" when Khan awakened, but the resolution has no effect to Khan but reduce Energy production.)

🛠️ When any member of the federation is Market Leader, other members will now no longer always resolutely oppose the resolution to relocate Galactic Market if it is proposed by a member of the federation.(In vanilla, this unreasonably prevented you from relocating Market Hub within the federation.)

🛠️ The Uplifting event of the Enigmatic Cache, when the initial template of the main species has the traits Intelligent and Quick Learners, will correctly no longer trigger the worse outcome Ignorance Is Bliss.(In vanilla, the criteria for determining the outcome of this event were incorrectly coupled, resulting in a loss of meaning, and the possibility of triggering Ignorance Is Bliss could never be avoided.)

🛠️ In addition, possessing the advanced trait Erudite and their corresponding traits of Overtuned version will also avoid triggering the worse outcome Ignorance Is Bliss.(The content that should be updated that had forgotten by Paradox.)

🛠️ Further, with these traits, Nightmare events will now no longer trigger when uplifting.(The content that should be updated that had forgotten by Paradox.)

🛠️ Corrected the description of the First League Homeworld, now will no longer wrongly states that "It no longer supports life".(Because in old version, this is a planet can't be colonized.)

🛠️ (Paradox has fixed this)Xenophobe and Fanatic Xenophobe empires can no longer incorrectly have the ability to grant full citizenship to aliens. (Paradox intended for Xenophobe empires with the Synthetic Fertility Origin to grant full citizenship to robots, but a coding mistake caused a series of checks to apply exclusively to robots instead. Another funny bug.)
Similarly, Xenophobe and Fanatic Xenophobe empires can no longer incorrectly have the ability to grant full military service to aliens.

🛠️ (Paradox has fixed this)And, if your main species had the advanced trait "Erudite", the Admiral will also correctly have it, just like "Cybernetic" or "Psychic".(In vanilla, even if all your pops had the trait "Erudite", the Admiral you obtained in this event would still not have it.)

🛠️ (Paradox has fixed this)The Civic "Scavengers" can now salvage and repair Frigates.(In vanilla, Frigates can't be salvaged, obviously Paradox forgot that they had added a new ship size.)

🛠️ (Paradox has fixed this) The trait "Agrarian" of overtuned version will now correctly provide double bonus when the edict "Damn the Consequences" be activated.(In vanilla has no effect.)

🛠️ (Paradox has fixed this) The trait "Conservationist" of overtuned version will now correctly provide -10% consumer goods upkeep instead of +15%.(Yes...and it will double to +30% when the edict be activated in vanilla!!)
Popular Discussions View All (1)
1
10 Aug, 2024 @ 7:48am
Awakened FEs are not building buildings
Question
130 Comments
Zhao_sj 13 hours ago 
太好了,终于更新了:steamhappy:
gigachoomba 19 hours ago 
Also, I've noticed a new bug regarding the astral scars: when another empire sends their scientist to expolre such scar and it, the empire, gets destroyed (let's say by natural causes :D) while the scientist is still in the astral rift, it gets bugged. The rift seems ready to explore on the galaxy map, however you are not able to send your scientist ship in there. Furthermore, if you click on the rift, it shows you how far the exploration by the now deceased empire's scientist has progressed (stage 1 30% on breakthrough, stage 2 50% etc). I'm sure that you will be able to work your magic around this little riddle here)
Thank you once again for your time and attention.
gigachoomba 19 hours ago 
@Dr. Addiction
Thank you for a swift reply and fix!
So far I've tested it in a quick game with cheats to get the tech instantly and it worked - the AI empires, who were subjugated against their will, are no longer leaving the hegemony freely. You've really worked wonders for me, and all other hegemonic imperialists in the galaxy <3
dragonslaver 21 hours ago 
is a fix for general commercial pacts in federations included?

For reference, currently when you join a federation (only tested for trade league myself but there are multiple bug reports on the forums etc) you do not get any benefits from commercial pacts, but the choice to start one also disappears from your faction members.
Dr. Addiction  [author] 30 Jul @ 8:07am 
@MyresMkG
有空我看看嗷(懒癌间歇性痊愈时←)
Dr. Addiction  [author] 30 Jul @ 8:05am 
@gigachoomba
I sincerely thank you for your precious trust and such a detailed report.

Thanks to your thorough description, I was able to easily locate the problem and have already attempted to fix it. If you have time, please try and see if the issue has now been resolved.

Once again, thank you for your help and trust. I wish you a wonderful day.
MyresMkG 30 Jul @ 7:59am 
@Dr. Addiction 主要是那个mod会被这个覆盖,考虑出一个兼容补丁吗(
Dr. Addiction  [author] 30 Jul @ 7:54am 
@15250164125
谢谢你的报告。不过我想这应该是你其他mod导致的问题?能请你更详细地描述一下吗?:)

@MyresMkG
谢谢建议。一般来说我不会特意去整合其他mod的内容(出于道德、规范和合理性等等考量)。如果你说的这个mod能良好兼容,那同时订阅运行就可以了~
Dr. Addiction  [author] 30 Jul @ 7:40am 
@Scubert
Thank you. Just to clarify - are you referring to a possible bug in vanilla? I did a quick check and didn’t find anything in the mod that would cause this.
Thanks again for reporting, I'll note it down. (Though please understand that this doesn’t necessarily mean it will be fixed. :p )

@Kaga the キツネ @Wairui
Thank you for supporting me!
That's what i'm wondering too. XD
MyresMkG 30 Jul @ 5:05am