Stellaris

Stellaris

Playable Fallen Empire
 This topic has been pinned, so it's probably important
राकेश_आर्य  [developer] 20 Mar, 2024 @ 10:12am
Bugs
Please report all bugs here.

Current list of known bugs:
  1. ZOFE - Did some minor testing, and it works. Issue 1 - Original Empire lacks ethics and traits. Needs a compat. Issue 2 - Repeated diplomatic communication message whenever a fleet moves. Will take time fixing that. - Link for Patch : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3201360718
  2. Not Compatile with Eternal Empire Mod. Made compatible as on 14-08-2024.
  3. Localisation Problems.
Last edited by राकेश_आर्य; 14 Aug, 2024 @ 8:04am
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Showing 1-15 of 40 comments
राकेश_आर्य  [developer] 21 Mar, 2024 @ 9:47am 
Playable Machine Fallen Empire Mod update to 3.11.
Last edited by राकेश_आर्य; 21 Mar, 2024 @ 9:47am
Ste/\m_Pnk42 22 Mar, 2024 @ 9:29am 
More of a suggestion than a true bug, but I think that the potentials for the palace decisions should be changed to increase compatibility with mods like ACoT. The checks in particular is found on lines 41 and 139 of common\decisions\palace_decisions.txt
They check on line 41 reads
NOT = { has_building = building_ancient_palace }
but I would replace it with
OR = { has_building = building_colony_shelter has_building = building_capital has_building = building_major_capital has_building = building_system_capital }
similarly, line 139 reads
NOT = { has_building = building_ancient_control_center }
but I would replace it with
OR = { has_building = building_deployment_post has_building = building_machine_capital has_building = building_machine_major_capital has_building = building_machine_system_capital }
If there are no mods like ACoT that add additional levels of Capital Buildings then the change has no effect on the decision, but changing it makes it so that building the advanced ACoT capitals doesn't cause the decision to re-appear. The decision doesn't downgrade the higher level palace but it does clutter the decision menu and can waste resources if accidentally used anyways.
Last edited by Ste/\m_Pnk42; 22 Mar, 2024 @ 9:29am
M Vonel 22 Mar, 2024 @ 9:36am 
Speaking of ACOT this mod seems to give all research. Wouldnt be a problem in vanilla stellaris but everytime i start the game i immediately have like max tier ACOT components (i think its like flowing light or something)
Ste/\m_Pnk42 22 Mar, 2024 @ 9:55am 
speaking of those events, I notices they were missing localization so I wrote a few (very) short lines for them, they're lines 448-451 of localisation\tw_fallen_empire_l_english.yml
decision_palace_ancient:0 "Capital Building Upgrade" decision_palace_ancient_desc:0 "This will upgrade normal capital buildings into the final FE tier no matter what tier they are." decision_nexus_tw:0 "Capital Building Upgrade" decision_nexus_tw_desc:0 "This will upgrade normal capital buildings into the final FE tier no matter what tier they are."
Ste/\m_Pnk42 22 Mar, 2024 @ 10:02am 
@M Vonel
I noticed that myself, I'm looking into how mods like Gigastructures and ACoT itself hand out technologies while avoiding this
राकेश_आर्य  [developer] 22 Mar, 2024 @ 10:22am 
@M Vonel
Sadly after 3.0 update (as per my knowledge), the FE's do get all the tech that exists, excluding the repeatables.

Looking into it. May require exceptional mod changes from acot (or from the compat mod). Would be hectic.
Last edited by राकेश_आर्य; 22 Mar, 2024 @ 10:37am
Ste/\m_Pnk42 22 Mar, 2024 @ 12:31pm 
Apparently in the defines for country types you can set what tech level FEs start at. Currently they start with all tech, but you can limit them to say, tier 6, which will be carried over to the playable FEs as well
You can find the line you need to change in common\country_types\fallen_empire.txt
If you change line 110 to
tiered_technology_module = { tier = 6 rare = no }
then it caps the tech off at Dark matter, or in the case of ACoT, it caps it off at Delta. I've tested it myself and it works great
ACExtravaganza 22 Mar, 2024 @ 10:44pm 
Started two separate games as a xenophile fallen empire, and I had 4 uncolonized ringworld segments of varying sizes in 4 different systems. At least one had a moon.
राकेश_आर्य  [developer] 23 Mar, 2024 @ 12:33am 
Originally posted by ACExtravaganza:
Started two separate games as a xenophile fallen empire, and I had 4 uncolonized ringworld segments of varying sizes in 4 different systems. At least one had a moon.


Will fix that. Thanks for the heads-up!!
Ste/\m_Pnk42 23 Mar, 2024 @ 4:59am 
Originally posted by rakesh0710k:
@Ste/\m_pnK42,
You are a gem mate. The authors wanted to know if you had any plans of joining them in this mod. If yes, are you on Stellaris Modding Den?
Probably not. I'm normally pretty busy with classes, I'm just on spring break right now.
More importantly, I managed to fix the ZoFE contact spamming issue
The issue was actually with the vanilla FE contacting event chain, not sure why ZoFE + This Mod breaks it
The file that needs to be overwritten is events\fallen_empire_events.txt
I changed line 464 to
NOT = { has_communications = root.owner AND = { is_country_type = fallen_empire is_ai = no } }
This shouldn't cause issues with ZoFE, because they actually don't overwrite this file anyways.
If you don't want to overwrite this file here, I can upload it as a separate compatibility patch.
Ste/\m_Pnk42 23 Mar, 2024 @ 5:27am 
Also, the random ringworld segments are because some of the unique system initializers spawn planets of your Ideal Planet Class, so because you have ringworld habitability then it spawns individual ringworld segments as though they were planets, with orbits and moons.
I personally think the easiest way to solve this is to not attach Ringworld preference to the origin. If you want to limit habitability I think Gaia World preference would work better.
this would involve changing lines 9 and 23 of common\governments\civics\twinks_fallen_origins.txt
line 9 would become
starting_colony = pc_gaia
and line 23 would become
habitability_preference = pc_gaia
Last edited by Ste/\m_Pnk42; 23 Mar, 2024 @ 5:27am
राकेश_आर्य  [developer] 23 Mar, 2024 @ 5:37am 
Originally posted by Ste/\m_Pnk42:
Originally posted by rakesh0710k:
@Ste/\m_pnK42,
You are a gem mate. The authors wanted to know if you had any plans of joining them in this mod. If yes, are you on Stellaris Modding Den?
Probably not. I'm normally pretty busy with classes, I'm just on spring break right now.
More importantly, I managed to fix the ZoFE contact spamming issue
The issue was actually with the vanilla FE contacting event chain, not sure why ZoFE + This Mod breaks it
The file that needs to be overwritten is events\fallen_empire_events.txt
I changed line 464 to
NOT = { has_communications = root.owner AND = { is_country_type = fallen_empire is_ai = no } }
This shouldn't cause issues with ZoFE, because they actually don't overwrite this file anyways.
If you don't want to overwrite this file here, I can upload it as a separate compatibility patch.

The ZOFE issue was because Kolyn modified action.40 - It has been patched and I am working towards more compatibility towards ZOFE. ZOFE's OE breaks this mod after spawning, because It doesn't have any interaction with
is_country_type = fallen_empire
and a couple of more things. So, compat with ZOFE will be much higher during the next patch/update.
राकेश_आर्य  [developer] 23 Mar, 2024 @ 5:38am 
Originally posted by Ste/\m_Pnk42:
Also, the random ringworld segments are because some of the unique system initializers spawn planets of your Ideal Planet Class, so because you have ringworld habitability then it spawns individual ringworld segments as though they were planets, with orbits and moons.
I personally think the easiest way to solve this is to not attach Ringworld preference to the origin. If you want to limit habitability I think Gaia World preference would work better.
this would involve changing lines 9 and 23 of common\governments\civics\twinks_fallen_origins.txt
line 9 would become
starting_colony = pc_gaia
and line 23 would become
habitability_preference = pc_gaia

Yeah that does seem to be correct. Will talk to the modders about it.
Sherloom_Rose 23 Mar, 2024 @ 8:17am 
You normally should get the research "ancient knowledge of fallen empire" but for some reason i do not recieve it. The only mods i have active are the Fallen Empire mods. I have no idea what causes this but i thought i should maybe note it here.
Edit: It worked in my first game but after that i never got it again.
Last edited by Sherloom_Rose; 23 Mar, 2024 @ 8:55am
राकेश_आर्य  [developer] 23 Mar, 2024 @ 10:12am 
Originally posted by Sherloom_Rose:
You normally should get the research "ancient knowledge of fallen empire" but for some reason i do not receive it. The only mods i have active are the Fallen Empire mods. I have no idea what causes this but i thought i should maybe note it here.
Edit: It worked in my first game but after that i never got it again.


If there is a Tech named, "Ancient Knowledge of a Fallen Empire", (which I don't think there is) it should have already been given to you.

That's because all FE's recieve all possible techs in the game (though this feature may change in future versions of the mod). Do you have any other Fallen Empire mods that are active? Maybe they are causing an issue?
Last edited by राकेश_आर्य; 23 Mar, 2024 @ 10:13am
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