Stellaris

Stellaris

!Patch: CGM Buildings - AlphaMod 2.1
22 Comments
Musashi 22 Aug, 2018 @ 9:40am 
I'm getting again crash for the cgm_best_planet_for_special line.
Gratak  [author] 29 Jul, 2018 @ 5:12am 
Thanks for the reminder. I think I fixed it.
^kxa 29 Jul, 2018 @ 12:26am 
Friendly reminder :)
^kxa 28 Jul, 2018 @ 4:29am 
I will try to remember the reminder :D
Gratak  [author] 28 Jul, 2018 @ 3:58am 
Right, sorry. That is a bug, certainly not on purpose. Happened when I fixed other special alpha-mod buildings being buildable too often since Ash left out base requirements on updates. Don't have the time to fix it today. A reminder tomorrow would be appreciated.
^kxa 28 Jul, 2018 @ 1:17am 
Not sure why you disabled the Colony CnC + upgrades with this patch. Got any feedback on this? Else it's more appealing to me to disable direct build and enjoy all the buidlings rather than using a fix removing a core feature of AlphaMod.
RemonK 1 Jul, 2018 @ 3:58pm 
This mod doesn't allow me to build the Colony CnC buildings.
Musashi 10 Jun, 2018 @ 9:38am 
Trying deleting the mod and reloading
Gratak  [author] 10 Jun, 2018 @ 9:24am 
Pretty sure that is a case of steam not correctly updating. Line 734 is now just a bracket. Can hardly give me a scope error.
Musashi 10 Jun, 2018 @ 9:11am 
Nope. I get the same error
[18:10:59][trigger_impl.cpp:790]: Script Error: Invalid context switch[tile], file: common/scripted_effects/cgm_alphamod_ai_weight_API.txt line: 734, Scope:

[18:10:59][trigger_impl.cpp:791]: type=planet
id=192
random={ 0 996114541 }
from={
type=country
id=13
random={ 0 3034484913 }
from={
type=country
id=13
random={ 2 3957983966 }
from={
type=none
id=0
random={ 0 3352258090 }
saved_event_target={
type=planet
id=192
name="cgm_best_planet_for_special"
Gratak  [author] 10 Jun, 2018 @ 7:11am 
Ok. Finally found the time and the error ;) Should be fixed now.
Musashi 6 Jun, 2018 @ 8:15am 
I get this crash error

[16:51:07][trigger_impl.cpp:790]: Script Error: Invalid context switch[tile], file: common/scripted_effects/cgm_alphamod_ai_weight_API.txt line: 719, Scope:

[16:51:07][trigger_impl.cpp:791]: type=planet
id=525
random={ 0 3209399640 }
from={
type=country
id=2
random={ 0 1896934207 }
from={
type=country
id=2
random={ 2 4016567029 }
from={
type=none
id=0
random={ 0 3889797135 }
saved_event_target={
type=country
id=17
name="country_of_interest"
}
saved_event_target={
type=planet
id=525
name="cgm_best_planet_for_special"
RemonK 2 Jun, 2018 @ 11:15am 
Seems about right, thanks a lot.
Gratak  [author] 2 Jun, 2018 @ 8:01am 
Should now be fixed
Gratak  [author] 1 Jun, 2018 @ 2:44pm 
Ah ok. Thanks for the info and the diagnosis on the issue. Will fix it as soon as I find the time.
Leri-Weill [FRA] 1 Jun, 2018 @ 9:48am 
But some get deleted after construction when they'e built on the wrong tile
RemonK 1 Jun, 2018 @ 9:25am 
Yeah, the problem is with the direct built higher level versions of the buildings, because they lack the limits. Normaly you can only upgrade the first one, and the first one is the one limited by the resources of the tile.
Der Shredder 31 May, 2018 @ 10:28am 
there is a problem with this mod. it breaks the tile restriction for alpha mod buildings.
Leri-Weill [FRA] 27 May, 2018 @ 9:04am 
Yeah, figured out that it worked and was for 2.1 :p
Gratak  [author] 27 May, 2018 @ 5:57am 
Ok. This is actually the 2.1 alphamod stuff. I will just change the name^^
Gratak  [author] 27 May, 2018 @ 5:55am 
ah, ok. wasn't aware he created a new mod for 2.1. I will check this.
Leri-Weill [FRA] 27 May, 2018 @ 5:46am 
I see it's for Alpha Mod 2.0, gonna try it with the 2.1 version to see if anything goes bad