Stellaris

Stellaris

Stargate Weapons: Arsenal
 This topic has been pinned, so it's probably important
Sgt.StarChips  [developer] 24 May, 2024 @ 11:08am
BUG report / Suggestions
Report here all bug or any suggestion.
Last edited by Sgt.StarChips; 31 May, 2024 @ 8:35am
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Showing 1-13 of 13 comments
Zombie 4 Jul, 2024 @ 2:58pm 
For the factions without x or titan class weapons, you can just make the beams that are x and T class.
jk 29 Jul, 2024 @ 9:56pm 
shield and armor hardening don't seem to work
MobiusRaptor 11 Aug, 2024 @ 6:55pm 
Found a weird interaction with this Stargate mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2239262430) : When both mods are active (order doesn't matter), using the research_all_technologies console command brings up infinite arsenal selection windows. If I click on an arsenal or move the window, there's more of the same window underneath.
Sgt.StarChips  [developer] 12 Aug, 2024 @ 9:29am 
Originally posted by Zombie:
For the factions without x or titan class weapons, you can just make the beams that are x and T class.
why not but that doesn't change the fact that I would do it when I had time because it's not the priority of this mod

Originally posted by jk:
shield and armor hardening don't seem to work
I'm going to check that but last time I looked it seemed to work.


Originally posted by MobiusRaptor:
Found a weird interaction with this Stargate mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2239262430) : When both mods are active (order doesn't matter), using the research_all_technologies console command brings up infinite arsenal selection windows. If I click on an arsenal or move the window, there's more of the same window underneath.
I know this problem which can occur in certain rare cases unfortunately I do not have enough knowledge and time to resolve this, the only solution would be to remove the event but I think it remains useful, sry for that.
MobiusRaptor 13 Aug, 2024 @ 1:04am 
Originally posted by Sgt.StarChips:
Originally posted by MobiusRaptor:
Found a weird interaction with this Stargate mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2239262430) : When both mods are active (order doesn't matter), using the research_all_technologies console command brings up infinite arsenal selection windows. If I click on an arsenal or move the window, there's more of the same window underneath.
I know this problem which can occur in certain rare cases unfortunately I do not have enough knowledge and time to resolve this, the only solution would be to remove the event but I think it remains useful, sry for that.

Thanks for checking! I let the other modder know, and they think both mods are using the same "something".

I'm playing a game with both mods active, but haven't yet researched the tech that triggers the event that leads to the bug. I'm hoping that the bug only happens when I use the research_all_technologies console command, and that playing the game naturally doesn't activate it.
Sgt.StarChips  [developer] 14 Aug, 2024 @ 9:40am 
normally the event is triggered once the stargate technology is searched , if you need details:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2617459347/4338734057910960500/
the window reappears if no selection is made while other technology is searched
let me know if you find any additional information there
Last edited by Sgt.StarChips; 14 Aug, 2024 @ 9:41am
MobiusRaptor 14 Aug, 2024 @ 11:20pm 
I found a workaround -- using the console to research only the initial stargate tech (using the research_technology command) will trigger the event+arsenal selection menu without giving me the infinitely reappearing menus. When my current research finished, there were stargate weapons techs available to research.

This incompatibility seemed to only affect the weapons selection menu and the initial stargate tech (I was 40 years into a game and still didn't see it as a research option, despite it being a Tier 0 tech) -- the power generators and armor techs were appearing without a problem.
Sgt.StarChips  [developer] 15 Aug, 2024 @ 2:27am 
I found the solution, a conflict with a technology which had the same name in both mods
I changed that and hope that solved the problem.
Last edited by Sgt.StarChips; 15 Aug, 2024 @ 2:36am
MobiusRaptor 17 Aug, 2024 @ 4:37pm 
Originally posted by Sgt.StarChips:
I found the solution, a conflict with a technology which had the same name in both mods
I changed that and hope that solved the problem.
Thanks! Everything seems to work just fine now -- no more infinite menus and the initial tech appears with new games.
Erebos Melank 9 Sep, 2024 @ 6:17pm 
The Tau'ri weapons don't progress Tier 1
Sgt.StarChips  [developer] 10 Sep, 2024 @ 10:21am 
the technologies work well, don't forget to research vanilla weapons like mass drivers to unlock mod weapons research tiers
I have the problem that the descriptions do not work for me. I have the Dynamik UI Mod and Better Space as well as Better Battle Mod, is it due to one of the mods or do I have another problem?
Pheonix 24 May @ 4:13pm 
Maybe increase the Damage the Taur'i Missiles do, they seem to be weaker than the Tier-2 fusion missiles ?
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