Stellaris

Stellaris

The Great Khan Expanded [3.14.☠]
d.kall 18 Dec, 2024 @ 6:10am
Marauder FTL Inhibitor Fix Doesn't Work: Documentation
So as mentioned the FTL Inhibitor fix provided in the mod doesn't appear to work anymore. Since I unfortunately can't share screenshots or saves over steam I'll have to make do with describing what I've tried and noticed

*Supposedly there is a way to trigger the fix by opening the diplomacy window of the marauders empire but if there is it doesn't appear to be working.
* Launching marauder.28 after using a console command to play as the marauders doesn't work. The event recognizes the marauder empire but it does not detect the country its raiding, which exists.

@fireprince: If you have an account on the Paradox forums I could share saves and screenshots from there, since that's apparently not an option on Steam
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FirePrince  [developer] 18 Dec, 2024 @ 1:05pm 
On PDX my acc is FireGolem.
d.kall 19 Dec, 2024 @ 5:22am 
Alright I finally made something work. You can find the save in this post

https://forum.paradoxplaza.com/forum/threads/marauder-ftl-inhibitor-fix-doesnt-work-documentation.1721738/
d.kall 26 Dec, 2024 @ 5:55am 
Originally posted by FirePrince:
On PDX my acc is FireGolem.

Any luck?
FirePrince  [developer] 28 Dec, 2024 @ 5:50pm 
Should be fixed now, there was indeed something curious. Thank you very much for the savegame!
d.kall 2 Jan @ 8:31am 
So its still not working. I'm playing on a new save but I tried it out on the old save and it wasn't working properly there either. Am I just cursed?
FirePrince  [developer] 2 Jan @ 9:08am 
Hm* It always works now for me (also immediately on savegame load). Your save: The fleet stuck in the "Urakhannon's Maw", and now attacks the "Zenak Acquisition Array". This is the only stuck mercenary I found (other site of the galaxy).

PS: There are still two other AI empire with the raiding target flag, but they seem old and vanilla does not remove them. I also added a remove effect for this.
Last edited by FirePrince; 2 Jan @ 9:12am
FirePrince  [developer] 2 Jan @ 9:17am 
PS: To answer your question for test: You need to scope the Marauders starbase and call:
effect owner = {country_event={id=marauder.28}}
d.kall 2 Jan @ 9:34am 
Unfortunately its just not working in my new save either, and in the old save the fleet just moves a single system before freezing in place. Its very frustrating, do you want me to shoot you the new save?
Last edited by d.kall; 2 Jan @ 9:34am
FirePrince  [developer] 2 Jan @ 9:43am 
Yes plz,
d.kall 2 Jan @ 9:54am 
Save has been posted, along with an updated mod list
FirePrince  [developer] 3 Jan @ 2:17am 
THX, was a random success, should be relatively fine now (still not perfect). ;-)
PS: For now, this mod should be below the Pirate mod (as sharing the same related files).
Last edited by FirePrince; 3 Jan @ 2:20am
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