Stellaris

Stellaris

[Outdated] Skalla's AI & Gameplay Overhaul - Stronger, better, less tedious!
 This topic has been pinned, so it's probably important
Skalla  [developer] 26 Apr, 2021 @ 9:07am
Bug Reports
If you believe you've found a bug, feel free to post it here. I will take a look at it and fix it as soon as possible.
Last edited by Skalla; 9 May, 2021 @ 6:50pm
< >
Showing 1-10 of 10 comments
Skalla  [developer] 9 May, 2021 @ 6:50pm 
Bug: When at war, sometimes no intel is received on neighbouring systems. Military ships can therefore not enter.
Deep 10 May, 2021 @ 3:37am 
The recent change to make AI build stronghold breaks player's ability to build stronghold on habitat.

Details: I was using a mod (vexis balance fix) to add additional building slots to habitats along with functional architecture civic. However, if I fill all building slots with strongholds, the game deletes one stronghold/fortress at the end of each month.

Tested without any other mod and the civic and added 12 building slot unlock to 00_planet_classes.txt and encountered the same problem with stronghold being destroyed at the rate of one a month.

Can you please add some tag to prevent this from happening to players?

I believe this code:

destroy_trigger = {
AND = {
OR = {
num_buildings = { type = building_stronghold value > 1 }
has_building = building_fortress
}
free_building_slots = 0
}
}

is the problem in skalla_army_buildings.txt

Edit: No deletion of strongholds after I removed skalla_army_buildings.txt file and ran the game. Will use it like this in the meantime.
Last edited by Deep; 10 May, 2021 @ 4:06am
Skalla  [developer] 10 May, 2021 @ 7:43pm 
@Deep Thank you for your report. The issue should be fixed now. Please don't hesitate to post again should the issue persist.
Deep 10 May, 2021 @ 7:50pm 
Found an issue with pop specific happiness bonuses. (Found a possible solution, below)

1. Living standard happiness bonus do no work. Pops do not get any bonus from living standard. Unemployment bonuses (happiness and resource production) work fine. Consumer goods upkeep works fine.

2. Faction-based happiness bonus are buggy. It is randomly applied to every pop at the start of the save file load. Sometimes, I get very high faction approval (+10%) to all pops regardless of ethic. Sometimes high and some times very low, regardless of pop's ethic but all pops get the same bonus.

(I have 3 factions active. Materialist with +10% happiness bonus, Egalitarian with +5% and Pacifist with -10%).

Disabling the mod and running the game made pops inherit proper bonus from living standard and factions.

Checked all files in common folder of your mod, but couldn't find anything.

Event based empire wide and planet wide happiness bonuses are working fine (tree of life, comet sighted etc.)
Civics based empire wide happiness bonuses works fine (idealistic foundation civic).
Happiness bonus from amenities work fine.

Edit: Thank you very much for a very quick fix to the previous issue! Sorry, to bring another one right away ^^'

Edit: Ok, found a solution.

Same as the other one. I checked by deleting pop_categories folder in the mod and everything works fine. Double checked with the folder and without it. Both the faction happiness and living standard happiness bonus works fine when the folder is not present.

Went through the files line by line in comparison with base game files. Only thing that changes are demotion time and influence cost.

I copied over the base game pop_categories folder. Kept the same file names as base game ones. Changed demotion time and resettlement influence cost to your mod's values. The happiness bonuses now worked fine.
Last edited by Deep; 10 May, 2021 @ 8:31pm
Skalla  [developer] 11 May, 2021 @ 4:08am 
That is curious indeed. None of these changes should affect happiness. I will have to look into it. Thank you for your report and the effort associated. It is much appreciated.

Edit: I have reverted the changes to pop demotion time to prevent this from happening. In the meantime I will look for a proper fix for reduced pop demotion time and its' related happiness glitches.
Last edited by Skalla; 11 May, 2021 @ 5:40am
Deep 21 May, 2021 @ 12:27am 
A non-gamebreaking issue.

In skalla_urban_districts.txt there is code that adds +2 alloy or CG jobs if alloy foundry or civilian industry building is present. It was removed last patch (v3.03) and replaced with +1 and +2 base alloy/CG production.

In current state, we get both buffs, +1/+2 base resource and +1/+2 additional jobs for industrial districts on normal planet.

Ecumenopolis and other districts work fine. Have not tested ringworld industrial districts.
Skalla  [developer] 22 May, 2021 @ 3:12am 
Thank you for your help.

I have fixed this issue and several others that appeared in the 3.0.3 update.

Let me know if you find anything else!
Vintage Fruitcake 22 May, 2021 @ 7:10am 
Hey, there's an issue with your mod where primitive civs can't be surveyed. The skalla_country_types.txt needs intel_effects_surveyed for the primitive civs.
Vintage Fruitcake 22 May, 2021 @ 7:14am 
I was also running the AI only mod if that changes anything
Skalla  [developer] 22 May, 2021 @ 7:47am 
Good catch! Thank you. Both mods have been updated with the fix for this issue.
< >
Showing 1-10 of 10 comments
Per page: 1530 50