Stellaris

Stellaris

SW:Fallen Republic
 This topic has been pinned, so it's probably important
Elratie  [developer] 15 Aug, 2020 @ 3:23am
Bug Reports
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Me 11 Sep, 2020 @ 9:05pm 
Followup to the bug report about the hyperlanes not spawning to the Unknown regions:

I delved into the mod files and found the event, and did some digging into how the event worked. Basically this bit spawns the hyperlanes in the event:
add_hyperlane = { from = event_target:unknown_regions_geroon to = event_target:unknown_regions_tenupe } add_hyperlane = { from = event_target:unknown_regions_ilum to = event_target:unknown_regions_leeccah }

I also found in the map creation script where those event targets are supposed to be created (1 sample)
save_global_event_target_as = unknown_regions_geroon

I extracted the savegame I made before the event, and it turned out NONE of the above referenced
saved_event_target
entries were present saved in the savegame, so the
save_global_event_target_as
block never fired or never fired properly. That is where the bug will lie.

I confirmed that adding these
saved_event_target
entries to the proper entities caused the even to fire properly and spawn the hyperlanes.
Last edited by Me; 11 Sep, 2020 @ 9:05pm
Xafro Xthunda 12 Sep, 2020 @ 6:45am 
So I had the game working but now cant get past loading map graphics, ive followed all the advice i could find on here but cant get the game to work
Texas Redhawk 12 Sep, 2020 @ 7:12am 
The "Juvenile Neebray" anomaly involving the reskinned Space Amoeba baby is a bit busted. I chose to dissect it, but when my fleet arrived and completed the special project nothing happened. Now the Neebray is just following my fleet around.
Not sure if anyone has reported on this, but I have started 3 games in a row as the Mon Calamari. Keep getting the Ghost Ship event, so I assume its pretty much a guarantee. No matter what I do it seems as though it is unstoppable. I had a strong fleet early last game, I made it the point. Didnt even dent the armor. Might want to check the balancing on that bad boy, it is making the Mon Calamari unplayable.
Shepherd61 12 Sep, 2020 @ 3:36pm 
not sure if this has been said yet, as there are 29 pages of comments I'd rather not wade through, but when I turn off the cantina tales it seems to disable all events, including the ones leading to the GCW. Once again, if this is covered in a different comment or discussion, I apologize, I just want to make sure it is known if not.
Sausage_Carius 12 Sep, 2020 @ 7:36pm 
Originally posted by D.O.W. I Am Become Death:
Not sure if anyone has reported on this, but I have started 3 games in a row as the Mon Calamari. Keep getting the Ghost Ship event, so I assume its pretty much a guarantee. No matter what I do it seems as though it is unstoppable. I had a strong fleet early last game, I made it the point. Didnt even dent the armor. Might want to check the balancing on that bad boy, it is making the Mon Calamari unplayable.

Stack evasion and armour both the actual armour slot as well as the module on your ships. When ship choices come up you can pick ship health over speedy building to buy you an extra second or two per ship that eats it. Forget shields. Still research shields but do shields dead last. Then make sure you have about 16-20 corvettes in your main fleet, the ones you start the game with will do, with the highest possible evasion and set all ship builds to artillery which will result in corvettes leading out front. Bring in about 3 fleets of roughly 20k strength each.

You should have newer era corvettes by the time this thing shows up, which is usually mid game, if you have been on top of your game building research buildings and colonising everything in sight as soon as you can this shouldn't be a problem. Make sure those corvettes along with any other ship you have exchanges all weapons/missiles to ones that do armour/hull damage over shields and be sure to prioritize heavy damage over DPS which means switch missiles out for torpedoes. I guarantee you will waste that thing in under a minute and 90+% of the casualties will be the early corvettes that the ghost ship will waste precious seconds shooting and missing. The entire point is to have him waste those seconds shooting ships you can afford to lose while the big guns break him down. Try to make sure every fleet includes 2-3 mid game destroyer type ships hopefully with armour penetrating weapons.

I did this with the Mandalorians and I wiped it out in under a minute. Still had a couple of early corvettes left to boot. That said the Mandalorians are anti-armour specialists so maybe that's why it was easier. My first game was playing as the Galactic Empire and didn't bring a lot of corvettes and I lost like six Star Destroyer I and II and almost lost an Allegiance with Vader commanding and he had the Sith buff for extra damage.

TLDR: evasion/armour corvette spam is the key
Last edited by Sausage_Carius; 12 Sep, 2020 @ 7:41pm
Originally posted by Sausage_Carius:
Originally posted by D.O.W. I Am Become Death:
Not sure if anyone has reported on this, but I have started 3 games in a row as the Mon Calamari. Keep getting the Ghost Ship event, so I assume its pretty much a guarantee. No matter what I do it seems as though it is unstoppable. I had a strong fleet early last game, I made it the point. Didnt even dent the armor. Might want to check the balancing on that bad boy, it is making the Mon Calamari unplayable.

Stack evasion and armour both the actual armour slot as well as the module on your ships. When ship choices come up you can pick ship health over speedy building to buy you an extra second or two per ship that eats it. Forget shields. Still research shields but do shields dead last. Then make sure you have about 16-20 corvettes in your main fleet, the ones you start the game with will do, with the highest possible evasion and set all ship builds to artillery which will result in corvettes leading out front. Bring in about 3 fleets of roughly 20k strength each.

You should have newer era corvettes by the time this thing shows up, which is usually mid game, if you have been on top of your game building research buildings and colonising everything in sight as soon as you can this shouldn't be a problem. Make sure those corvettes along with any other ship you have exchanges all weapons/missiles to ones that do armour/hull damage over shields and be sure to prioritize heavy damage over DPS which means switch missiles out for torpedoes. I guarantee you will waste that thing in under a minute and 90+% of the casualties will be the early corvettes that the ghost ship will waste precious seconds shooting and missing. The entire point is to have him waste those seconds shooting ships you can afford to lose while the big guns break him down. Try to make sure every fleet includes 2-3 mid game destroyer type ships hopefully with armour penetrating weapons.

I did this with the Mandalorians and I wiped it out in under a minute. Still had a couple of early corvettes left to boot. That said the Mandalorians are anti-armour specialists so maybe that's why it was easier. My first game was playing as the Galactic Empire and didn't bring a lot of corvettes and I lost like six Star Destroyer I and II and almost lost an Allegiance with Vader commanding and he had the Sith buff for extra damage.

TLDR: evasion/armour corvette spam is the key

If you start as the Mon Calamari you do not have time, it spawns in your territory relatively early. It is fast, and no amount of prep even got close to taking it down. No matter how hard you tech, you are just tickling it when it comes.

Thus my post.
Sausage_Carius 13 Sep, 2020 @ 6:15am 
Originally posted by D.O.W. I Am Become Death:
Originally posted by Sausage_Carius:

Stack evasion and armour both the actual armour slot as well as the module on your ships. When ship choices come up you can pick ship health over speedy building to buy you an extra second or two per ship that eats it. Forget shields. Still research shields but do shields dead last. Then make sure you have about 16-20 corvettes in your main fleet, the ones you start the game with will do, with the highest possible evasion and set all ship builds to artillery which will result in corvettes leading out front. Bring in about 3 fleets of roughly 20k strength each.

You should have newer era corvettes by the time this thing shows up, which is usually mid game, if you have been on top of your game building research buildings and colonising everything in sight as soon as you can this shouldn't be a problem. Make sure those corvettes along with any other ship you have exchanges all weapons/missiles to ones that do armour/hull damage over shields and be sure to prioritize heavy damage over DPS which means switch missiles out for torpedoes. I guarantee you will waste that thing in under a minute and 90+% of the casualties will be the early corvettes that the ghost ship will waste precious seconds shooting and missing. The entire point is to have him waste those seconds shooting ships you can afford to lose while the big guns break him down. Try to make sure every fleet includes 2-3 mid game destroyer type ships hopefully with armour penetrating weapons.

I did this with the Mandalorians and I wiped it out in under a minute. Still had a couple of early corvettes left to boot. That said the Mandalorians are anti-armour specialists so maybe that's why it was easier. My first game was playing as the Galactic Empire and didn't bring a lot of corvettes and I lost like six Star Destroyer I and II and almost lost an Allegiance with Vader commanding and he had the Sith buff for extra damage.

TLDR: evasion/armour corvette spam is the key

If you start as the Mon Calamari you do not have time, it spawns in your territory relatively early. It is fast, and no amount of prep even got close to taking it down. No matter how hard you tech, you are just tickling it when it comes.

Thus my post.
I will have to test this with another smaller faction. I suspect whoever you play as it will always come for you. A workaround might be to push the end game to 300 years over the default. It's what I did when I played as the Mandalorians so that could very likely have been a key factor in the Mandalorians killing it. When I played the Galactic Empire I did no such thing but it was 1000% easier to research up and even build a 60k fleet by the time it showed up. I'll report back later with my findings. I won't mess with the timeline.

EDIT: Tested playing Eriadu and the event fired around the same time as my Mandalorian game around 8056. That said I can't find it anywhere so the event fired but it didn't spawn. Got the pop-up but nothing happened after.
Last edited by Sausage_Carius; 14 Sep, 2020 @ 7:03pm
MangoFighter 14 Sep, 2020 @ 5:21am 
my savegame crashes when reaching a certain date.
Here's the link[drive.google.com] if you want to take a look for eventual bugs
MangoFighter 14 Sep, 2020 @ 10:25am 
Bug: Planting the Uneti Sapling (on a planet) results in triggering again the event to decide what to do about the sapling, thus having basically infinite Uneti Saplings (instead of it being planted)
Downsizeit! 14 Sep, 2020 @ 3:53pm 
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wimarhebels 14 Sep, 2020 @ 4:05pm 
I'm not entirely sure if this is a bug, but if I choose the first option at the start (which leads to a federation with pretty much everyone) I will get kicked out the next month. Is that working as intended? The start screen suggests that you have to declare a war against the empire.
Rogue One 14 Sep, 2020 @ 6:44pm 
I'm noticing a lot of times when I play a sandbox game, a lot of systems start the game with no names.
Lex 15 Sep, 2020 @ 3:28am 
first crash always. When Yuuzhan Vong constructor comes to Yanibar, game always crashes silently or hard freezes. Save file before: https://www.dropbox.com/s/nah1c9e57ksb3kj/galactic%20empire.zip?dl=0 and logs: https://www.dropbox.com/s/k4stdf9na6umr1s/stellaris_20200915_131352.zip?dl=0
Vong invasion too strong even for cheaters!
Last edited by Lex; 15 Sep, 2020 @ 3:39am
Ruin 15 Sep, 2020 @ 3:59am 
Likely already been reported, but KDD2055 Turbolasers are not appearing on ships at the start of the game...
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