Stellaris

Stellaris

Civilian Trade
Yandersen 18 May, 2017 @ 1:03pm
Bug Reports
Found no such topic - how can it be?
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Showing 1-15 of 23 comments
Yandersen 18 May, 2017 @ 1:20pm 
I just mentioned a strange thing with trade ship's names: they called "Civilian Freighter UNS". Seems like names are missing. How about adding some name lists? Or it may lead to compatibility issues with other mods?
Yandersen 18 May, 2017 @ 1:28pm 
Also a reactor cost is negative - is it a bug or intended value to cheatily make maintenance give resources instead of consuming them?
kyojin  [developer] 20 May, 2017 @ 2:22am 
I could look into adding some name lists if I have the time, while have to see if I can get it to work right with the other stuff about them to get them working in the first place.

And yeah the negative cost is so they don't impact maintenance.
Yandersen 20 May, 2017 @ 3:47am 
kyojin, do you realize that your duplicate of small fission reactor with -100 cost shows up in ship designer and confuse the player? However, when placed, it seems like the vanilla version takes place. This is a mess. Your freighters can run even without thruster components and reactors, we may safely assume that some basic equipment is installed on-board even if it does not show up in the window. Please remove those components from the design configuration, they are not needed. Without them maintenance will be negligible anyway.

UPD: just tested a copy of your mod without thruster components and civilian reactors (removed those components from design, deleted reactor template) - works just fine with FTL components only. Please do the same.
Last edited by Yandersen; 20 May, 2017 @ 4:23am
Yandersen 20 May, 2017 @ 8:26am 
Oh, kyojin, I just found a considerable flaw in your mod: if you embark assault army while the trading fleet is in orbit, they merge (because u assigned the transport class to your trading ships). And when the trade fleet leaves (or disappears) the armies got bugged - unnamed, unselectable, ships kinda left abandoned. This needs to be solved somehow. I think trade ships can not be assigned a military or transport class, that is an issue. I suggest abusing construction or science class since ships of these classes do not merge into single fleet.
Last edited by Yandersen; 20 May, 2017 @ 8:28am
SKELII 20 May, 2017 @ 6:52pm 
Ok, so I have the new 1.6 update and my ships keep automatically dissapearing for no exact reason. They literally just vanish in the midlle of a system without warning. Just, POOF.
Yandersen 20 May, 2017 @ 10:59pm 
Yep, same thing here. I know, it is intended "so that ships don't get lost", but looks just too weird.
Last edited by Yandersen; 20 May, 2017 @ 10:59pm
kyojin  [developer] 22 May, 2017 @ 5:55am 
It's not exaclty so they don't get lost but there are different things that could happen that cause them to stop their preprogramed orders and eventually just sit forever in a system. (For example the AI in the past would send them to get repaired if they took damage but after being repaired the ships would just sit there forever denying the AI the bonus from an otherwise active ship)
Yandersen 22 May, 2017 @ 6:46am 
So, how about turning them into neutrals like space-faring Tyankies? It shall solve all the issues at once, I think.
Holothurin 24 May, 2017 @ 11:02am 
I just had this thing firing. It repeats itself every 30-90 seconds and reveals the entire galaxy including ships.


[19:47:51][trigger_impl.cpp:671]: Script Error: Invalid context switch[owner], file: events/civtrade_events.txt line: 17, Scope:

[19:47:51][trigger_impl.cpp:672]: type=planet
id=393
random={ 433045074 433045074 }
from={
type=country
id=8
random={ 406669232 2662241194 }
saved_event_target={
type=country
id=16
name="has_traders"
}
}
The 'Trade Network Food' modifier actually slows down pop growth instead of speeding it up.
Yandersen 5 Jun, 2017 @ 3:30am 
Originally posted by AYANAMI WO KAESE:
The 'Trade Network Food' modifier actually slows down pop growth instead of speeding it up.
The source of the problem is here:
common\static_modifiers\civtrade_static_modifiers.txt - line 41
trade_network_farming = { pop_growth_speed = -0.03 icon = "gfx/interface/icons/planet_modifiers/pm_asteroid_belt.dds" icon_frame = 7 }
It should be "0.03" instead of "-0.03"
ObviouslyEvil 10 Jun, 2017 @ 7:40pm 
When I attempted to embark an assault army from the ground, a civilain trade ship appeared in orbit at the exact same time, which sent my single ground unit into the realm of the Unbidden. It shows on the armies tab as if that unit is on a transport in space, yet 1: It doesn't say the system it is in. 2: Whenever I click on said unit in the armies tab, nothing happens. So it seems to be gone, forever yet still there. And it's thanks to the sudden appearance of that trade ship. Thankfully this was only a single unit, but if that happened to someone's main army, they wouldn't be happy. Apparently, the trade ships count as a troop transport. I know this may not come up often, but it did for me.
Yandersen 10 Jun, 2017 @ 11:18pm 
This bug was not fixed yet? I reported it 20 days ago. Seems like the mod is dead.
smeetooie3 28 Jul, 2017 @ 9:26am 
Hello. I disabled your mod because it was really slowing down the game. Now frontier outposts do not expand borders. Enabling the mod again did not help. Any way to fix this?
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