Stellaris

Stellaris

The Sleeper 2 - Fallen Hivemind
 This topic has been pinned, so it's probably important
Smithy  [developer] 13 Sep, 2020 @ 12:02pm
Bugreports and other issues
Please report any bugs you encountered here, with detailed information about what exactly happened, what other mods you are running or maybe even an errorlog.

Known Issues:

- The sleeper might not spawn with all of its systems. In Version 1 I worked around this problem by spawning the sleeper in like any other FE. This way, it would gain all the fixes paradox made to FE generation (so no missing systems or empires getting trapped behind it - well, mostly). This did however mean that it would not reliably spawn, as it was selected from the general FE pool like all other FE types. Since the two core systems are not affected by this problem, I do not belive this is a big deal. Empires also have the option to move through the sleepers terretory unharmed by buying one of the upgrdes from TN-3, so you will only be stuck temporarely. If you know how to fix this, feel free to tell me.
- you can not fire colossus weapons on the dormant or feral sleeper as of now.
Last edited by Smithy; 12 Oct, 2020 @ 8:14am
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Showing 1-15 of 20 comments
I have found a bug, i believe it is due tow ild space but the fallen empire isnt loading, are there any mods that could cause this
Smithy  [developer] 27 Sep, 2020 @ 3:32am 
I am not sure, it should always spawn. How many fallen empires/ AI empires did you set at the start? maybe there is not enough space left on the map and the galaxy generator just skiped the sleepers systems. I tested this mod with wildspace, it should work. Did this bug happen only once or does it not even spawn after you started a new game?
Originally posted by Smithy:
I am not sure, it should always spawn. How many fallen empires/ AI empires did you set at the start? maybe there is not enough space left on the map and the galaxy generator just skiped the sleepers systems. I tested this mod with wildspace, it should work. Did this bug happen only once or does it not even spawn after you started a new game?
It didnt spawn, it was most likely it skipped over spawning but there was so much space left for spawning i had used 5 fallen empire spawns, ill reply to this comment after i figured out the possibility
Last edited by Totally not Skynet; 27 Sep, 2020 @ 8:01pm
Originally posted by Bible reader:
Originally posted by Smithy:
I am not sure, it should always spawn. How many fallen empires/ AI empires did you set at the start? maybe there is not enough space left on the map and the galaxy generator just skiped the sleepers systems. I tested this mod with wildspace, it should work. Did this bug happen only once or does it not even spawn after you started a new game?
It didnt spawn, it was most likely it skipped over spawning but there was so much space left for spawning i had used 5 fallen empire spawns, ill reply to this comment after i figured out the possibility
Alright i found an issue im my game itself, using wild space galaxy no fallen empires generate, and in the normal they dont spawn, this makes me believe is probably one of my mods like ancient cache of technology
Smithy  [developer] 28 Sep, 2020 @ 8:41am 
alright, although ACOT should not be the problem here. The sleeper is spawned seperatly, the same way Leviathans are spawned for example.
Originally posted by Smithy:
alright, although ACOT should not be the problem here. The sleeper is spawned seperatly, the same way Leviathans are spawned for example.
From what i can tell, it isnt guaranteed to spawn in some games, but it DOES spawn, so maybe you should make it generate after well galaxy generation, maybe after a month
Karma 11 Oct, 2020 @ 7:52pm 
I'm getting a CTD that I *think* is caused by some interaction with the Sleeper's planets (just cause it's the only non-robotic hive mind in my game). Here's the last 2 entries in the error.log:

[17:31:35][event.cpp:629]: Script Error, attempted to execute an event on an unsupported scope!
Event: cx_hive_world.0
Event Scope: country
Executing Scope: type=planet
id=1295
random={ 0 3066689219 }
from={
type=country
id=18
random={ 0 2221058300 }
}

[17:31:35][event.cpp:629]: Script Error, attempted to execute an event on an unsupported scope!
Event: cx_hive_world.0
Event Scope: country
Executing Scope: type=planet
id=1899
random={ 0 1489079837 }
from={
type=country
id=6
random={ 0 3767228386 }
}

It's worth noting that I'd started this game with the Sleeper 1.0 mod, encountered the same error as above ('same' as in 'wrong-scope error'), then updated to Sleeper 2.0 mid-game. Oddly, that fixed the error then, and ran for ~10 hours of gameplay. Only when re-loading the game and continuing now does it proc this CTD within minutes. I wouldn't be surprised if it's some error caused by switching from Sleeper 1.0 -> 2.0, but it seemed odd that it went away for a while.
Smithy  [developer] 12 Oct, 2020 @ 8:08am 
Originally posted by Karma:
I'm getting a CTD that I *think* is caused by some interaction with the Sleeper's planets (just cause it's the only non-robotic hive mind in my game). Here's the last 2 entries in the error.log:

[17:31:35][event.cpp:629]: Script Error, attempted to execute an event on an unsupported scope!
Event: cx_hive_world.0
Event Scope: country
Executing Scope: type=planet
id=1295
random={ 0 3066689219 }
from={
type=country
id=18
random={ 0 2221058300 }
}

[17:31:35][event.cpp:629]: Script Error, attempted to execute an event on an unsupported scope!
Event: cx_hive_world.0
Event Scope: country
Executing Scope: type=planet
id=1899
random={ 0 1489079837 }
from={
type=country
id=6
random={ 0 3767228386 }
}

It's worth noting that I'd started this game with the Sleeper 1.0 mod, encountered the same error as above ('same' as in 'wrong-scope error'), then updated to Sleeper 2.0 mid-game. Oddly, that fixed the error then, and ran for ~10 hours of gameplay. Only when re-loading the game and continuing now does it proc this CTD within minutes. I wouldn't be surprised if it's some error caused by switching from Sleeper 1.0 -> 2.0, but it seemed odd that it went away for a while.

Might be some timed event not existing anymore due to the switch. V2 has some fundamental changes, so I reccomend using V1 to finish this session, then switch once you start a new game.
MTB 5 Dec, 2020 @ 4:48am 
1) Couldn't use Colossus because, after waking up, Fallen Hive worlds aren't recognized as 'hostile empire'.
2) Busily invading, I got the info that the mad rush was ended. It wasn't - and the way it's implemented, I also cannot land troops because the enemy ships spawn so fast that my troop carriers don't have time to land the troops before they are intercepted.
Smithy  [developer] 8 Dec, 2020 @ 10:20am 
1) I am aware of this issuey may fix it in the future.
2) reinforcements spawn every year in the current version 3 fleets at a time, in random locations (+10 if there is an FE in its borders). I dont think that is too fast to invade a planet if your fleet is big enough. Not sure what happened with the rush not ending though. If the message triggers, it should definetly end.
MTB 9 Dec, 2020 @ 12:52am 
Originally posted by Smithy:
2) reinforcements spawn every year in the current version 3 fleets at a time, in random locations (+10 if there is an FE in its borders). I dont think that is too fast to invade a planet if your fleet is big enough. Not sure what happened with the rush not ending though. If the message triggers, it should definetly end.
Every year??? They spawned fast enough on all planets to disturb troop landings (I also used NSC in that play - and had fleets around 1M). I solved that issue by simultaneously landing on all planets at the same time. Just took a longer time to create enough troops ...
Smithy  [developer] 9 Dec, 2020 @ 8:27am 
thats odd, maybe somehow the awakening was triggered again or got stuck in some sort of loop - did you by chance see if the sleeper changed from "feral hivemind" to "sleeping hivemind"?
MTB 9 Dec, 2020 @ 9:47am 
... no, because I loaded a savegame prior to attacking, prepared the split landing forces, and eliminated it in one go; there wasn't any time for it to go to sleep.
Smithy  [developer] 9 Dec, 2020 @ 10:02am 
right, so i think I know what happened here: the first attack wave is supposed to be based on the power of the strongest empire in the galaxy. The best way I found to do that, is by spawning in fleets every day until the sleeper is matched in power with the strongest empire. My guess is that with NSC it took a lot of fleets to do that and you attacked while that event was runnning... resulting in it spawning fleets forever. Should be easy to fix.
MTB 9 Dec, 2020 @ 5:20pm 
Sounds totally plausible - I was in the mop-up phase of the game and took out the Fallen after all other Fallen Empires - with a fleet strength matching ...
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