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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1607524900
option = {
name = "Try to turn it on."
enable_special_project = {
name = fatalf_wormhole_generator_project
owner = owner
location = owner.capital_scope
}
hidden_effect = {
solar_system = {save_event_target_as = wormhole_generator_system}
}
}
option = {
name = "Leave it running as-is."
from.orbital_deposit_tile = {
add_deposit = d_enormous1_physics_deposit
}
}
}
has to be:
option = {
name = "Try to turn it on."
hidden_effect = {
solar_system = {save_event_target_as = wormhole_generator_system}
}
enable_special_project = {
name = fatalf_wormhole_generator_project
owner = owner
location = owner.capital_scope
}
}
the wormhole has to be saved in a target before the special project gets enabled
[effect_impl.cpp:231]: Script Error: Invalid context switch[event_target:wormhole_generator_system], file: events/fatalf_anomalies.txt line: 335, Scope:
type=planet
id=2
random={ 0 2239371305 }
from={
type=planet
id=2
random={ 1 2824435197 }
from={
type=ship
id=1
random={ 1 2057738104 }
from={
type=planet
id=2088
random={ 0 1337222111 }
}
}
}
trying to fix it myself now
https://i.imgur.com/mQ9Sg1l.jpg
There are two fleet clusters that size, only attacking my empire, although all my rim worlds were a) uninhabited and b) further away than AI controlled ones. And they cluster up, each fleet amounts to about 30 ships, so about 120.000k fleet power. It is manageable, just not very interesting and... weird. Feels like a personal punishment rather than a galactic plague.
It radically ramps up the difficulty as well, since the combined overgrowth fleet amounts to about 200-300k fleet power.
Lost Desire should now (hopefully) not break under certain situations.
Wandering wormhole should also (hopefully) not have any problems in certain situations.
Wandering Wormhole - in which system is the wormhole, and, after researching "Examine the Closed Wormehole' - should there be happening something?
Also, I too now have a random wormhole that goes absolutely nowhere.
I experienced that same bug, where Starbase influence costs for adjacent systems is quadrupled.