Stellaris

Stellaris

Administrative AI [Now with Civics!]
 This topic has been pinned, so it's probably important
Irbynx  [developer] 10 Nov, 2018 @ 12:57am
Bugs
Post your bugs and technical issues here, preferably with screenshots that will help understand the issue.
< >
Showing 1-15 of 38 comments
LMeire 10 Nov, 2018 @ 9:16am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1561553371
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1561553208

Weird conflict screenshot you asked for, I can switch to the government in-game and everything in it seems okay, but it's not available for the initial government build.
Irbynx  [developer] 10 Nov, 2018 @ 11:16am 
Interesting, because when it gets off screen for me it just jumps to a second line, cutting into the text panel. Don't have any idea how to solve this so far, however, unfortunately.
LMeire 12 Nov, 2018 @ 5:35pm 
As a work-around, maybe you could include a standard AI Administrator that can then be edited like the other standard empires. Not sure how finicky that sort of thing is, just that I've seen it in other mods that add ethics.
Irbynx  [developer] 13 Nov, 2018 @ 12:34am 
Don't think it would be all that finicky to implement... Might be good enough for a solution for now, hopefully, so I'll include a preset empire in the next patch.
Nikal 10 Dec, 2018 @ 3:50am 
Haven't check how the update is holding up after the big patch, but the error log reports some issues at start:
[12:45:44][game_singleobjectdatabase.h:147]: Object with key: ruler_job_check_trigger already exists [12:45:44][government_civic_type.cpp:117]: Did not find an icon for civic: civic_robot_admin [12:45:44][government_civic_type.cpp:117]: Did not find an icon for civic: civic_robot_worship [12:45:44][war_goal_type.cpp:94]: War Goal `wg_end_threat_admin_integration` lacks a valid icon [12:45:44][war_goal_type.cpp:94]: War Goal `wg_admin_integration` lacks a valid icon [12:45:44][war_goal_type.cpp:94]: War Goal `wg_admin_integration_vs_fe` lacks a valid icon [12:45:45][trigger_impl.cpp:10547]: Error in is_pop_category trigger, cannot find category with key: pop_category_rulers
Irbynx  [developer] 10 Dec, 2018 @ 4:26am 
Most are non-issues. One of them is due to a replacement of a certain file, the rest are a result of unfinished civic that I disabled from appearing before the release.
Nikal 10 Dec, 2018 @ 6:24am 
I've just discovered an odd behaviour with job priorities in vanilla governments when this mod is on: Nobody seems to want to take the Rulers jobs; organic Administrators are on strike. :P
Irbynx  [developer] 10 Dec, 2018 @ 6:52am 
This is intended behavior. Robots are supposed to be taking over administrative jobs (or else they wouldn't be administrators). Might adjust it so that nobles are not affected, however, but otherwise this is the restriction (and boon) of the government type (since they have no political power)
Nikal 10 Dec, 2018 @ 7:00am 
No, I mean: I'm playing an oligarchic government and all the Rulers jobs (i.e. Administrators buildings) are not manned. If I disable the mod everything goes back to normal, but when I enable it they instantly stop working and become unemployed.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1587613693
Last edited by Nikal; 10 Dec, 2018 @ 7:12am
Irbynx  [developer] 10 Dec, 2018 @ 7:10am 
Okay that is not intended, I'll look into it
JessHorserage 11 Dec, 2018 @ 8:46am 
stock algorithms Appears to not work in improving the central ruler, I pick it and nothing improves.
JessHorserage 12 Dec, 2018 @ 12:57am 
AI Admin appears to give a +12 level cap to rulers, but a -12 to leaders, resulting in it going to the negatives.
Irbynx  [developer] 12 Dec, 2018 @ 11:04am 
Latter is intentional. Leaders still function as if they were level one; there was no elegant solution to make them scale with ruler, so instead they are forced to stay at level 1 with the traits applied to them based on ruler's level to mimic levelling up.
Phoenixblood 13 Dec, 2018 @ 4:20am 
One problem with the current system, it seems that if the Mainframe goes above lvl 10, the leaders lose the lvl 10 equivalent trait, and dont get a replacement, meaning they go from lvl 10 equivalents, to lvl 1, which was quite a shock when my economy tanked all of a sudden
Irbynx  [developer] 13 Dec, 2018 @ 8:11am 
I don't recall the game allowing the leaders to gain levels past 10. Do you have any mods that adjust that? Might have to add a compatibility fix there, but the traits won't go beyond 10.
< >
Showing 1-15 of 38 comments
Per page: 1530 50