Stellaris

Stellaris

Civilian Ships and Stations Weaponized
 This topic has been pinned, so it's probably important
wooley2000  [developer] 12 Nov, 2018 @ 10:37am
Bugs and Suggestions
Let me know if somethig is too OP or any issues here and I will try to fix them.
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Showing 1-15 of 27 comments
Ghaz-ranka 24 Dec, 2018 @ 10:54pm 
Would it be possible for you to disable auto upgrading of civilian ships? In the stellaris wiki as of 2.2 "They are automatically fitted with the latest ship technology without the need to return to the nearest starbase for retrofitting".
wooley2000  [developer] 25 Dec, 2018 @ 2:29am 
@Ghaz-ranka I am not sure what you mean. The 00_ship_sizes.txt from Stellaris are an exact copy except I added the combat computers line and I changed the ships to be able to design them. The auto_upgrade = yes line is like it is in the vanilla game. I read the article you mentioned and I think it is in error . I think it has something to do with the ship designer itself that makes it where you have to upgrade the ships from there manually. When I compare them to the corvette for example the corvette doesnt even have that line. Sorry I am being so picky but it is alot of work to change values for such a large game and it not effect something else. I try to keep it as vanilla as possible. Also I have played the game with the mod like it is and it seems to work fine for me I just update my ships when I can back at a starbase (another reason for my confusion). Thxs
Last edited by wooley2000; 25 Dec, 2018 @ 2:43am
Bazalisk 27 Dec, 2018 @ 4:41pm 
yea i'm finding this is a major pain in the arse too, i use Pre-FTL and find that every day the ship auto-updates itself to a basic auto-design without hyperdrive (as thats how ships start in Pre-FTL)

If you can find a way to disable this auto-retrofit feature for the civ ships that you make this mod function.

the auto-designer does indeed create ship designs for civ ships regardless of the box being checked. This means any civ ships you create instantly get replaced by the default AI design and auto retrofit in the field.

Ghaz-ranka is right about this unfortunatly, :(
Last edited by Bazalisk; 27 Dec, 2018 @ 4:46pm
Bazalisk 27 Dec, 2018 @ 4:45pm 
the "auto_upgrade=yes" is the problem, as in order for your mod to function well you want that to be set to "auto_upgrade=no" which will stop the ships reverting to default AI designs. however, not sure how the AI players will get on with that. :s
HedgeHo6Matt 27 Dec, 2018 @ 6:27pm 
I have the same problem please fix this as all of your Civ ships weaponized have this problem.
Last edited by HedgeHo6Matt; 27 Dec, 2018 @ 6:28pm
Bazalisk 27 Dec, 2018 @ 6:29pm 
i'm currently switching the Auto_upgrade = yes to no, will let you know if it helps

also have a nagging suspision that the line "use default designs = yes" may also have something to do with it but feel changing that may screw with the AI races.
Bazalisk 27 Dec, 2018 @ 7:11pm 
so far so good, no ships are being reverted back and the Auto-design isn't spamming oudated ship designs in their place. only tested for 30mins but held good in all that time. i changed the Ship files in all the Civ weaponised mods and compatability mods just to be sure. i'll play more tomorrow to ensure it wasn't a flook
wooley2000  [developer] 28 Dec, 2018 @ 1:07am 
Wow thanks @Bazalisk I wasnt sure how it would affect the game I will remove this line today and update.
Bazalisk 28 Dec, 2018 @ 3:21am 
will do some testing now. fingers and tenticles crossed :)
Sandcrab 4 Jan, 2019 @ 8:32am 
Getting the following errors in my error log;
[section.cpp:269]: ship section entity "humanoid_01_mining_station_entity" is missing required locator "small_gun_01"
[section.cpp:269]: ship section entity "humanoid_01_mining_station_entity" is missing required locator "small_gun_02"
[section.cpp:269]: ship section entity "plantoid_01_mining_station_entity" is missing required locator "small_gun_01"
[section.cpp:269]: ship section entity "plantoid_01_mining_station_entity" is missing required locator "small_gun_02"

That goes on for every species and all three civ stations, both colony ships, science ship and transports. I've tried to fix these, but I just don't have the brain cells left to figure it out.

Running 2.2.1, all DLC, with and without other mods enabled.
(Sorry, I'm just a little OCD and I'm trying to crush all the errors in all the mods I use. No life.)
Sandcrab 4 Jan, 2019 @ 8:34am 
Sorry, also getting these:
[ship_design_templates.cpp:425]: Section template "DEFAULT_MINING_STATION_SECTION" with entity "humanoid_01_mining_station_entity" is missing locator "small_gun_01".

[ship_design_templates.cpp:425]: Section template "DEFAULT_MINING_STATION_SECTION" with entity "humanoid_01_mining_station_entity" is missing locator "small_gun_02".

Also for all three stations, and ships and every species.
wooley2000  [developer] 4 Jan, 2019 @ 11:47am 
@Sandcrab I see what you mean I just simply added those gun ports to the ships and stations I didnt change the gfx.part. The error will show in the log file but the mod still works as intended. Sorry if thats not up to snuff, but I wouldnt know how to edit the gfx files I only change the code. If you know how to do such a thing it would be greatly appreciated and I would add you as a co-author;)
Bazalisk 4 Jan, 2019 @ 3:32pm 
a little late to reply but after a bit of play i have foudn that the 3 civ stations (sci, mining and observation) always seem to auto-gen unnamed clones of your own station design but thats fine. the one thing i have noticed and had issues with is the civ ships in combat, they run away and wont use the weapons, at least my science and construction ships never do. this may be something to look at with regard to the AI. i know you can set the transport ships to act in certain ways in combat, wonder if this code could be transfered to the civ ships?
wooley2000  [developer] 5 Jan, 2019 @ 9:28am 
@Bazalisk My problem right now is I cant play until they fix the sector managment. I know you can set the ships to passive or evasive but thats the point of this mod is for defence only( otherwise I think there would be a exploit of using fleets of civ ships instead of the normal fighting ones) I have been really busy IRL also so I will take the time in the future to tweak the settings like adding combat but im not sure yet. as for the stations I think I may update them to not autoupgrade also. Pls keep me informed though about anything you find in the future and really thanks for your suggestions;)
Bazalisk 5 Jan, 2019 @ 11:39am 
Its all good Wooley, i think your right about it exploitable, i have since noticed that science ships do seem to fight back if they are engaged as the combat report shows the enemy ships having taken damage so my previous post is moot. :) as the mod stands today its a fine work, i can not see me playing without it. i feel les concerned about sending out science ships to explore alone now. :)
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