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I will message you when I release it then ;)
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 ;)
I hope you feel inspired to update your mods for stellaris in the future. I'm pretty conflicted about 2.0+ changes as well.
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!
So - please start a new game using only SGM mods and see if you still crash.
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.
[03:35:04][effect_impl.cpp:17168]: could not get a coordinate from scope. file: events/SGM_SL_fleet_management.txt line: 258
[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"
}
}
[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!
@GameLover: Yes
@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!
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.
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.
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.
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.
"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
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.
@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.