Stellaris

Stellaris

SGM Supply Lines for 1.9.*
160 Comments
BOUC 4 Sep, 2023 @ 1:25am 
CPR!!!!!!
TheFlyingPotato 15 Apr, 2020 @ 3:30pm 
Finally released the updated version. Find it here : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2062437075
p1ut0nium 13 Apr, 2020 @ 9:38am 
Glad to hear that.
TheFlyingPotato 12 Apr, 2020 @ 8:27am 
Well, most of the logic is already done and doesn't need to be updated (I'm not sure I would have managed to make this mod on my own lol). So I think you would totally be able to do the update :P
I will message you when I release it then ;)
p1ut0nium 12 Apr, 2020 @ 8:23am 
@TheFlyingPotato, thank you for the offer, but like I said, I am nowhere near the skill level required. So far, I have made 5 compatibility patches for mods, and they were very simple. So, I will let you just continue what your doing, and if I am ever good enough, and your still working on it or something else, then I will think about it. Thank you!
TheFlyingPotato 12 Apr, 2020 @ 8:13am 
@p1ut0nium Hey ! I have been quite busy creating a utility mod (in part for this mod) and have delayed finsihing the update (I'm nearly done, just need to polish the edicts/decisions and update the resources cost). So I planned to work on it next week to (finally :P) finish the update.

If you want to take part, feel free to hit me up on the stellaris modding den (I'm Erdnuss). If you prefer to make it on your own, no problem ;)
p1ut0nium 12 Apr, 2020 @ 6:34am 
@Soulbinder, this sounds like a really cool mod, and while I am not at the required skill level yet, would you mind if I were to recreate this mod? I will link the original and give you credit and whatever else you need (giving input etc. etc.).
TheFlyingPotato 1 Feb, 2020 @ 8:43am 
Hi! I'm planning to make a warfare overhaul mod with friends. One part of it are supply lines. Could we use parts of your mod for it ? Thanks in advance :)
Soulbinder  [author] 18 Nov, 2019 @ 11:35am 
Hi, this mod was build pre 2.0 and is not up to date, I am sorry.
PlexSheep 14 Nov, 2019 @ 12:39pm 
This thing sounds great. is it still a thing?
Thyran 14 Aug, 2018 @ 9:07am 
I know it's not a standard in industry to reward modders but given how many of your mods paradox cannibalised, its obvious that you deserve something for the effort you made.

I hope you feel inspired to update your mods for stellaris in the future. I'm pretty conflicted about 2.0+ changes as well.
Soulbinder  [author] 6 May, 2018 @ 3:27am 
Hey guys, following 2.0 I find myself playing Stellaris much less. I think the game changed in the wrong direction, not to mention the bugs and AI problems. I am sorry, but at the moment I am not feeling like updating the mod. The code however is out there, and if someone feels inspired to use it/build on it then please do so!
Porter 5 May, 2018 @ 4:44pm 
new version ?
negimagi_10 14 Apr, 2018 @ 11:30pm 
hi there soulbinder i was just checking in to see if you played enougth to see whick of your mods might further enhance the game ... like a new version of supply lines maybe . i love this mod
negimagi_10 26 Feb, 2018 @ 9:02pm 
looking forward to whatever you decide, Cheers
Soulbinder  [author] 26 Feb, 2018 @ 10:43am 
Hi there! Fleets now completely traversing every gravity well is a big change for the entire dynamics of the game. For the moment, I want to get more 2.0 games under my belt and take time to learn the "new" gameplay, before I decide if and how I update my mods.

With the changes to FTL system the mod will need a bigger update, and I want to wait until the game (and the big mods) have "settled" a little bit, before I make any decisions/invest time into development. Cheers!
negimagi_10 25 Feb, 2018 @ 8:11pm 
Hi there soulbinder, is there any chance you will upgrade this mod for 2.0 , thaey took alot of your ideas and put it into the game proper but they did not quite get this one
Soulbinder  [author] 19 Jan, 2018 @ 2:48pm 
I uploaded a fix. Creating a vassal should work now.
Timrath 17 Jan, 2018 @ 10:41pm 
The game crashes consistently whenever I try to create a vassal. From browsing through the comments, it seems I'm not the only one with this problem.
Soulbinder  [author] 22 Dec, 2017 @ 7:59am 
I cannot reproduce the issue you have. I started a new game, played a few years - everything seems fine. The log entry "[effect_impl.cpp:17168]: could not get a coordinate from scope. file: events/SGM_SL_fleet_management.txt line: 258" is sometimes created for me too - that may happen if the mod tries to calculate the position of a fleet while its in warp/wormhole or otherwise hindered. That is not a reason for concern, the calculation will just be repeated later, and most importantly it does not cause a crash of the game.

So - please start a new game using only SGM mods and see if you still crash.
Timrath 21 Dec, 2017 @ 2:19pm 
The first happened 21 years into the game, while the second happened 6 months after reloading.
Soulbinder  [author] 21 Dec, 2017 @ 3:30am 
Hm. Does this happen shortly after you started your game (lets say during the first year) or at some random point way into the game? The error you posted could maybe happen, if you loose the planet which was the homebase of a fleet through an event or otherwise extremely rare abnormal case. But usually the mod fixes these problems on its own with the beginning of a new ingame year, when it runs its cleanup operations.

Also usually if an script error occurs, the engine just ignores it and moves on, I have never seen that a script error actually crashes the game. So indeed something seems to be in a faulty state, but I doubt that this is the reason your game crashes.
Timrath 20 Dec, 2017 @ 6:39pm 
Just crashed again. This time it says:
[03:35:04][effect_impl.cpp:17168]: could not get a coordinate from scope. file: events/SGM_SL_fleet_management.txt line: 258
Timrath 20 Dec, 2017 @ 6:38pm 
I got a crash to desktop because of SGM_SL_event.11. Here's the log entry:
[20:55:56][event.cpp:662]: Script Error, attempted to execute an event on an unsupported scope!
Event: SGM_SL_event.11
Event Scope: fleet
Executing Scope: type=fleet
id=167772315
random={ 620061333 620061333 }
from={
type=country
id=11
random={ 942224157 942224157 }
saved_event_target={
type=country
id=11
name="SL_country"
}
saved_event_target={
type=country
id=65
name="SL_corps"
}
saved_event_target={
type=fleet
id=100663732
name="SL_03_consumer"
}
saved_event_target={
type=fleet
id=117441801
name="SL_01_consumer"
}
saved_event_target={
type=fleet
id=150996190
name="SL_02_consumer"
}
saved_event_target={
type=fleet
id=167772315
name="SL_04_consumer"
}
saved_event_target={
type=fleet
id=1357
name="SL_05_consumer"
}
saved_event_target={
type=fleet
id=67110075
name="SL_06_consumer"
}
}
Rexdark 19 Nov, 2017 @ 4:08pm 
I'm having a crash when I try to create a vassal. The error log says this line:

[01:02:34][effect_impl.cpp:151]: Script Error: Invalid context switch[event_target:SL_corps], file: common/scripted_effects/SGM_give_tech.txt line: 83, Scope:
type=country
id=50331895
random={ 526344776 1062159106 }

I may try to solve it but if it's a coding error you may want to update it in your mod. It's giving me errors too in :

[01:02:34][country.cpp:10826]: Invalid contact location for first contact between Supply Corps and Democratic Realms
[01:02:34][country.cpp:10826]: Invalid contact location for first contact between Democratic Realms and Supply Corps

I hope it's helpfull!
qc 19 Nov, 2017 @ 12:48pm 
@Soulbinder: erk.. you're right. I uploaded the wrong version which had the entire mod contents. Sorry!
Soulbinder  [author] 19 Nov, 2017 @ 12:23pm 
@QC: Why do you need to rehost the entire mod for your patch? Please only overwrite the files that you need, but base it on the original. Otherwise you will not be able to follow the changes I may make in the future.

@GameLover: Yes
Socialist_Bismarck 19 Nov, 2017 @ 11:21am 
Is this comapible with nsc?
qc 18 Nov, 2017 @ 8:33am 
I hope you don't mind, Soulbinder, but I've created a comparability patch between this mod and Downscaled Ships: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1203681093
Soulbinder  [author] 10 Nov, 2017 @ 9:49am 
At the moment this is not planned. If you do not like my tuning, you can modify some things on your own. Open the file sgm_supply_lines\events\SGM_SL_supply_effects.txt. In line 13 you'll see the variable

@SL_SUPPLY_DURATION = 180

being set to 180 days. Change it to your liking. But be advised that it may screw with the intended balance and you might have to start tweaking other parameters as well... Note that for multiplayer games every player must share the exact same version of the mod!
Yolosaurus Rex 5 Nov, 2017 @ 1:05pm 
@soulbinder Oh. Oops. Sorry!

Hmm... I wonder which mod is causing the problem then... It dispatches supply & affects vanilla classes, but hasn't seemed to affect my fleets that don't have the corvettes/destroyers.
Soulbinder  [author] 5 Nov, 2017 @ 10:29am 
The mod works fine with other ship models (I use it with Elratis Star Wars ships) and also with weapon mods (used it with SW: Empire at War). The supply line ships do not use the new models (thats not worth the coding effort, sorry), but the mod mechanics are fine, so I consider that fully compatible.

In general, if you encounter problems with other mods: Please test only with SGM Supply Line + the mod in question, bevor you contact me! Then make a post explaining in detail what problems occur. Only then there is a chance I might be able to fix it.
Yolosaurus Rex 5 Nov, 2017 @ 9:03am 
@Soulbinder I'm loving the mod! Any chance we could get a compatability mod/patch so that it also works with Elrati's Star Wars ships (& weapons) mods please? :)
Timrath 4 Nov, 2017 @ 2:28pm 
You did it! The planet reverted to the supply corps' overlord. Thank you for the quick and elegant fix!
By the way, the planet rebelled because it was populated by the same race that I declared war on. I don't know whether that behaviour is vanilla, or was caused by the Potent Rebellions Expanded mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1112740619) . In any case, everything's fine now.
Soulbinder  [author] 4 Nov, 2017 @ 5:58am 
Update: Added code to deal with faulty supply corps diplomacy status, planet ownership and other abnormal situations. The corrections are only performed once per ingame year (1.1.) to not impact performance. @Timrath: Let me know if that solves your problem. The planet onwership problem is very difficult to test.
Soulbinder  [author] 4 Nov, 2017 @ 3:32am 
Hi Timrath. A planet should have never been able to join a supply corps. You say they "rebelled", was that part of some event? Maybe thats the problem. I have never seen a planet being claimed by a supply corps, technically they shouldnt be able too. However, with the situation as you have it now there seem to be the need for some contingency logic... I'll check if I can find something to clear up this mess, but I am afraid from a user's perspektive there is nothing that can be done at the moment ingame.
Timrath 4 Nov, 2017 @ 1:50am 
One of the best mods out there! Thank you, Soulbinder!
I have one problem, though. When two of my planets rebelled, one of them joined my enemy's Supply Corps (the other joined that Supply Corps's overlord). Now that Suuply Corps has a planet and a diplomacy interface, but no buttons. I can't even declare war on it.
I disabled supply for the AI, hoping that the planet would revert to its overlord, but that didn't happen. Is there a way to take that planet away from it? Either give it to its overlord, or to me, or exterminate the population?
War is not an option, because the overlord of that Supply Corps is now my vassal. If I integrate my vassal, will his Supply Corps disappear?
Savegame editing is also not an option, because I play in Ironman mode.
Pode 31 Oct, 2017 @ 12:24pm 
Late to the party. Been following at a distance for a long time while I worked on my Pre FTL and Primitive Players mods. I see that combining our mods has caused some issues for your users and wanted to volunteer to help resolve them if that's still an issue. I'll send you a friend request so we can chat directly.
EvelynCC 31 Oct, 2017 @ 12:09pm 
If you research jump drives or higher level ftl, do supply ships automatically start using that ftl?
Soulbinder  [author] 25 Oct, 2017 @ 12:37pm 
So first let me say thank you for your interest and careing enough about the mod to post your concern. Secondly I may point you to point 6 in the paragraph "description" which clearly states:

"Wear and Tear: Every military ship will take 1% damage per month if it is not docked to a spaceport."

If you are experiencing any other behaviour, you probably have an undesirable interaction with another mod. So I may kindly ask you to try only with the SGM mods and see if the problem still persists. If it does, please come back and make another post describing the problem in detail (after you have read the complete description) and I will be happy to try to identify the problem and hopefully fix it. Cheers
[FS-614]Torgar Hammerfist 24 Oct, 2017 @ 3:46pm 
Since its intended that your fleets start taking damage 30 days after leaving a friendly station then you may want to update your discription since its pretty misleading. The discription says your fleet has 6 months worth of suppilies which is obviously not true and it also says every 4 months the suppily ship is sent out which is also not true.

Unfortunatly this mod just does not work well for large galaxy games because once your fleet is out for 2 months it just doesnt have the health to be effective anymore which sucks because I was enjoying the realism of protecting your suppily lines.
Soulbinder  [author] 22 Oct, 2017 @ 1:54pm 
Yes, it should work. Let me know if you find any problems.
Timmy Jimmy 22 Oct, 2017 @ 11:57am 
Does the supply corps still work if you are a vassal?
Soulbinder  [author] 22 Oct, 2017 @ 3:28am 
I uploaded an update that should take care of all situations in which your supply corps ends up as a subject of a different overlord. Note that it might take up to one ingame year, until your supply corps will fall back in line as your vassal. Cheers
Soulbinder  [author] 21 Oct, 2017 @ 7:01am 
Hmm. That is a very good question. I am afraid I have not thought of this special case. I think at the moment it would not workout properly. Probably the vassal will still try to supply your fleets, even though it is no longer allied (vassalized) by you.. which is to be honest an undefined game state. I will look into it and see if I can get that fixed.
Timmy Jimmy 21 Oct, 2017 @ 6:43am 
If I get vassalised, and my supply corps become a vassal of my overlord, what happens if I gain independence? Do I get a new supply corps?
RobotWaifuForU 16 Oct, 2017 @ 9:16am 
Then I start indepence war, my supple was on enemy side ._.
Soulbinder  [author] 15 Oct, 2017 @ 10:50am 
You need to start a new game.
Yolosaurus Rex 15 Oct, 2017 @ 10:38am 
Can I add this mod to an already going game, or would I have to start fresh?
Soulbinder  [author] 13 Oct, 2017 @ 11:26pm 
I checked the mod for 1.8.2 and everything seems to work fine.

@JUstme27: I like the wear and tear and the supply times as they are, so for now I wont touch the balancing, sorry.
@Yolosaurus Rex: The supply fleets get stronger (and include warships) based on the strength of the fleet they are supplying. It is unfortunately not possible to manually adjust the composition of the supply fleets.
@Torgar: The effect that you see is the wear and tear, which is intended. I agree that a visual representation of the supply would go a long way to make this mod so much better! But unfortunately this is something that is not possible with the current restrictions of modding.