Stellaris
Star Trek: New Civilisations
Crashing on Stellaris 4.03 after a clean re-install.
Hi there.... First off I hate making these types of posts.... :(
Mods represent hundreds to thousands of hours of time for the mod author and I hate saying that things are going wrong in them for that reason :(

But sadly, I keep crashing in ST:NC and its a CTD issue.

First off:
This is on a CLEAN install of Stellaris.
1: uninstalled through STEAM.
2: manually removed the Stellaris folder in Steamapps/common
3: manually removed Stellaris folder from My Documents\paradox Interactive
4: restarted
5: reinstall Stellaris through STEAM
6: ran Stellaris and set up specs
7: reinstall ST:N through STEAM


Once I try to start the game, there are stuck sliders for civilisations and other small errors (as reported by the mod author)
And once in game, it can crash at any time, in the case of this crash report, it crash just 22 DAYS into the game (not even a resource tick)

my error log give em the following: (And I hope it helps)

[09:48:01][bitmapfont.cpp:3500]: Could not find coloring for character 'Y' (0x59)
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Cardassian
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Nyberrite
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Fen Domar
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Denobulan
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Nausicaan
[09:48:45][species.cpp:58]: Species name is too long: Assimilated T'Rogoran
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Tellarite
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Xindi Primate
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Xindi Reptilian
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Xindi Insectoid
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Xindi Arboreal
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Xindi Aquatic
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Cheronite
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Betelgeusian
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Tzenkethi
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Vendorian
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Lissepian
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Kreetassan
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Excalbian
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Apergosian
[09:48:45][species.cpp:58]: Species name is too long: Assimilated Fiilestii
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_fusion_array.txt line : 29. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_fusion_array.txt line : 30. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_fusion_array.txt line : 31. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_fusion_array.txt line : 32. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_fusion_array.txt line : 33. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_fusion_array.txt line : 34. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 30. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 31. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 32. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 33. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 34. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 35. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 36. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 37. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 38. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 39. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 41. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 42. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 43. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 44. Got country
[09:49:00][trigger.cpp:646]: Invalid Scope type for trigger planet in common/megastructures/STNC_particle_fountain.txt line : 45. Got country
[09:49:04][prescripted_systems.cpp:959]: There are no initializers with [usage = fallen_empire_init]. Game won't be able to generate fallen empires
[09:49:34][modifier.cpp:1956]: mod_planet_physicists_components_upkeep_add modifier is used but not localized!
[09:49:34][economic_category.cpp:772]: Economic Category: ships. Generated 'mult' modifiers for table 'logistics' is never used from script.
[09:49:34][economic_category.cpp:755]: Economic Category: planet_civilians. Generated 'add' modifiers for table 'upkeep' is never used from script.
[09:49:34][economic_category.cpp:755]: Economic Category: planet_maintenance_drones. Generated 'add' modifiers for table 'produces' is never used from script.
[09:49:34][economic_category.cpp:755]: Economic Category: planet_maintenance_drones. Generated 'add' modifiers for table 'upkeep' is never used from script.
[09:49:42][galaxy_configuration.cpp:654]: Invalid template name in settings.txt
[09:50:40][galaxy_generator.cpp:3524]: Could not find starting systems for all empires. Too few systems have spawn_weight!
[09:50:45][effect_impl.cpp:15411]: Failed to add district Mining District to planet Canamar VII at file: common/solar_system_initializers/Beta Empire Systems/STNC_enolian_initialisers.txt line: 129 :: RThis Planet can only support Y2! District(s) of this type!
[09:50:45][effect_impl.cpp:15411]: Failed to add district Mining District to planet Canamar VII at file: common/solar_system_initializers/Beta Empire Systems/STNC_enolian_initialisers.txt line: 130 :: RThis Planet can only support Y2! District(s) of this type!
[09:50:45][planet.cpp:10318]: Failed to add building of type 'Primitive Farms' to planet 'Mintaka III' at common/scripted_effects/STNC_initialising_effects.txt:587 @ scripted effect generate_bronze_age_start_buildings at file: common/solar_system_initializers/Alpha Systems/STNC_mintaka.txt line: 117: trigger_yes Exists
trigger_no Owner:
trigger_yes Is pre-FTL
trigger_yes Always
trigger_no One must be true
trigger_no Has the YMachine Age! flag
trigger_no Has the YIndustrial Age! flag
trigger_no Has the YAtomic Age! flag
trigger_no Has the YEarly Space Age! flag
trigger_no Has the YPrewarp Age! flag
trigger_yes Owner Species:
trigger_yes Species:
trigger_yes Is not YLithoid!.

[09:50:50][galaxy_generator.cpp:857]: empire starting system initialized with [triglobulin_harvester_system_01] does not have any home planets.
[09:50:53][tutorial_game_state_monitor.cpp:37]: Can't find building type for tutorial game state monitor
[09:51:01][variable_values.cpp:223]: Trying to access variables for design scope, which cannot have variables, at common/scripted_effects/STNC_ship_effects.txt:373 @ scripted effect create_appropriate_frigate at file: common/solar_system_initializers/Beta Empire Systems/STNC_sona_initialisers.txt line: 132
[09:51:01][variable_values.cpp:223]: Trying to access variables for design scope, which cannot have variables, at common/scripted_effects/STNC_ship_effects.txt:392 @ scripted effect create_appropriate_frigate at file: common/solar_system_initializers/Beta Empire Systems/STNC_sona_initialisers.txt line: 132
[09:51:01][effect_impl.cpp:9611]: Failed to assign council position to council: file: events/STNC_start.txt line: 1234
[09:51:01][effect_impl.cpp:9611]: Failed to assign council position to council: file: events/STNC_start.txt line: 1239
[09:51:01][effect_impl.cpp:9611]: Failed to assign council position to council: file: events/STNC_start.txt line: 1248
[09:51:01][effect_impl_leader.h:1117]: Can't assign to Council position that doesn't exist in government: file: events/STNC_start.txt line: 1249
[09:51:01][effect_impl.cpp:9611]: Failed to assign council position to council: file: events/STNC_civic_events.txt line: 53
[09:51:01][effect_impl_leader.h:1117]: Can't assign to Council position that doesn't exist in government: file: events/STNC_civic_events.txt line: 54
[09:52:17][federation_type_database.cpp:348]: No available federation type found!



This was on a Romulan play through.

ST:NC is one of the best mods I have ever tried for Stellaris and I hope you can get these issue resolved!

Thank you for all your hard work in creating this fantastic mod!
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กำลังแสดง 1-11 จาก 11 ความเห็น
walshicus  [ผู้พัฒนา] 8 พ.ค. @ 12: 17pm 
I'm hoping this particular CTD is addressed in the patch I just put out. From my own testing now, I can get about 25 to 30 years in before a CTD can occur. At that point, loading from the last auto-save gives another 25 to 30 years for me.

I'm still hunting down these CTDs, though I think some may need PDS attention.
I'll try out your new patch today, and post any crash reports I generate if that helps you.

Keep up the fantastic work!
And don't let this set back get you down! You got this, even if it takes a little longer then you thought :D
Just a quick update for you...

Played about 6 hours so far on 2 different Romulan starts without issue so far...
No crashes, no errors that I noticed. I will continue to play and if anything seems odd or if the mod crashes , I will post a report.

But things seem to be working so far!!
federation crashes on united earth an normal fed cant get past the starter audiology
walshicus  [ผู้พัฒนา] 10 พ.ค. @ 12: 22pm 
Audiology?
I think I have discovered a large potential bug.

Romulan play through:

I had 3 fleets of 20 ships for a total fleet strength of 60. All the ships required a refits due to advancing technology. When I queued up the fleets for refit they cycled through the fleets doing refits... and the bug strikes:

The fleets get broken down in small groupings (so instead of 3 fleets of 20 ship strength, I get a random number of fleets with random ship strength) AND a large portion of the fleet goes missing!
- ships are deleted!
I went from 60 fleet strength to 33.
Reloaded the save game and tried again: 42 fleet strength after refit.
Tried again: 23 Fleet strength after refit.
Restarted computer loaded save: 36 after refit.

Also note, I DID have a program hard lock up. Stellaris stopped responding to any command and played a repeated audio glitch. I had to use the task manager to exit, and a crash log was NOT generated (it was attempting to write one, but the process was incomplete, with damaged crash log records)

Going to start a NEW game, (Romulan again) and try to refit a fleet again to see if the save game file as damaged and that was the reason... Could take a few hours to report back.
แก้ไขล่าสุดโดย Nitemares; 10 พ.ค. @ 1: 12pm
Ok, I have done a couple of fleet upgrades on 2 different Romulan games and I have not have repeat of the odd behaviour described above. So either it was a broken save due tot he crash, or your update fixed this behaviour (no listed patch notes)

I have noticed a that the various "plague" world medical events are not being properly applied. I will get the pop-up that "default plague" has broken out on "default planet" (very much the literal wording) but I do not get an event timer for the plague, nor do my planets suffer from them..


Loving the mod, and your hard work!

I will keep you informed of anything I find.
โพสต์ดั้งเดิมโดย walshicus:
Audiology?
i ment to type dialogue but i fixed it, it wasnt anything to do with the mod
Had several "plague" events recently and they fired off with out an issue, and responded to inputs in the expected manner...

Only thing I would question is the costs to resolve these events are incredibly high costs.. with one event costing me 30,000 resource units to resolve while only 30 years into the game!

Needless to say, it did not end well..
walshicus  [ผู้พัฒนา] 13 พ.ค. @ 12: 01pm 
The plague events had some broken stuff in but was fixed recently. That said, I do plan to re-make them to not target individual pops, but the planet instead, when I get a chance. Should make them a *lot* more stable.
โพสต์ดั้งเดิมโดย walshicus:
The plague events had some broken stuff in but was fixed recently. That said, I do plan to re-make them to not target individual pops, but the planet instead, when I get a chance. Should make them a *lot* more stable.

I believe I have seen the improvements to the system and they seem reasonable now. I am no longer being totally wiped out of resources for trying to solve a Plague event while, at the same time, the costs for dealing with the event DO still bite. (As they should)

Nice work!
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กำลังแสดง 1-11 จาก 11 ความเห็น
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