Stellaris

Stellaris

Improved Space Battles [Balance]
 This topic has been pinned, so it's probably important
Ankain  [developer] 12 Jul, 2016 @ 2:11am
Bug Reports
Post any bugs you find here, do include any major mods you are using so potential conflicts can be identified.
< >
Showing 1-15 of 105 comments
Modern Nation 28 Jul, 2016 @ 10:22am 
I cant find the mod in the Mod list. Do you have any idea what kind of problem it is ?
Ankain  [developer] 28 Jul, 2016 @ 10:26am 
It probably did not download properly. See if the steps listed in this post solves the problem.
Seyz 30 Jul, 2016 @ 11:33am 
The escort ships from the extradimensional guys have negative fleetpower values in my game.

Not sure if its a vanilla problem, because i only played with this mod, or if its known.
(i don't use any other mod that changes anything except graphics stuff)
Ankain  [developer] 30 Jul, 2016 @ 8:38pm 
That's a bug caused by the latest changes to FP calculations. Will be fixed in the next update. Thank you!
A HORDE OF CATS 2 Aug, 2016 @ 1:50pm 
Probably related to the bug above; I have 2.4 million fleet power but debugtooltip shows me as having (fluctuating) between -1.2million and 7000 fleet power. As a result, all my vassals have -13565 or something opinion due to relative power of subjects, and nobody ever accepts peace offers because they all have Overwhelming fleet power compared to me.
Ankain  [developer] 2 Aug, 2016 @ 3:27pm 
The game has an extremely low cap for value calculations (~2.14m cap for empire fleet power calcs for example) and this affects the "overwhelming" power comparisons. If you're using any ship parts a lot more powerful than vanilla ones chances are you've exceeded the cap and overflowed back to 0. Or it might be better to disband fleets until you're back below 2.14m fleet power.
Zendude 25 Aug, 2016 @ 11:09am 
I almost hesitate to call this a bug, but it is certainly (in my mind at least) unbalanced in favor of the player.

Short version: interrupting the infestation of a single Swarm colony defeated the entire event even though there were at least 5 other fleets, many constructors/infestors left.

Insane Difficulty game, with your events on hard, latest patch. I'm also running a few other mods, but none of them affect any of the end game events (as far as I am aware).

2400 rolls around (after AI and 3 waves of Unbidden handled), and the Swarm arrive--very near by my zone of control, but in an empire I can't travel to, so I park my ships on the border and wait for a chance to attack.

Finally a fleet shows up in my empire, so I move in. It's easily handled, but the infestor does get a start on the uncolonized planet that was in the system. The Swarm proceed to send every single fleet they have at me (which I would have eventually handled but it would have been rough), but as soon as I interrupt the infestation (which was the first and only one they had), all Swarm fleets are destroyed, the 3 planets they had invaded normally (in the other empire), plus all constructors/infestors are removed from the map--leaving the event effectively over since there is nothing left to fight.

I'm not honestly 100% confident I understand what the 3 types of colony take overs are supposed to do--I know I've seen infestors that seem to attack uncolonized planets and establish a zone of control (acting like normal colony ships), and then constructors establish defense platforms, but don't seem to have the frontier outpost capability like Unbidden ones do), and then finally Swarm can invade normally...but I've seen it do weird things like ignore systems with open planets even when 3 infestors are sitting around.

All that being said, I'm not sure it was intended that destroying the only infestation before it is complete is supposed to end the event? The Swarm did have 3 planets in the other empire already succcessfully invaded, and I wouldn't have been able to do anything about it since they were in an opposition empire (at least until the Swarm gained zone of control).
Zendude 25 Aug, 2016 @ 11:15am 
I've had this happen twice in a row to me now, so I figured I'd let you know.

I've been playing around with a 3rd mod in my mix (Ethics and Government Rebuild, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=724943755 ), which is quite excellent,but does have some bugs related to the new factions and event interaction UI's.

What happens is that when the Unbidden event kicks off, my selected ethics buildout doesn't have a proper interaction response set, so the event script bails out without my empire gaining identification of the Unbidden, nor can I see the first portal's spawn location on the map (via the normal "Track on Map" button, because it never shows).

This is obviously not your bug, but what's interesting is that the second and third waves both show up properly and display the Situation Log event notifiers properly, and I see the second and third waves as expected....which suggests that you handle the 2nd/3rd wave spawns differently from how the first one is handled (by the vanilla script most likely?).

Not really asking you to do anything about it, but figured I'd let you know just in case you decide to unify how they might be implemented.
Ranger314 25 Aug, 2016 @ 1:59pm 
So, I cant find the mod in my list, and I tried the beta suggestion from above. No idea what to try next.
Last edited by Ranger314; 25 Aug, 2016 @ 2:00pm
Spirit 25 Aug, 2016 @ 4:54pm 
for some reason the guardians are not spawn properly
a window is popping up say something about they gater their forces in the -system ... thats it
no space is occupied and no guardian fleets are roaming around
using actually a mod for more tech and logos + your mods without the planet/solar/galaxy/universe crackers
that is the mod for more tech ... maybe something interrupt your scripts
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=702164152
and
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=682322573
are my major mods i use in addition to yours
Ankain  [developer] 25 Aug, 2016 @ 8:08pm 
@Zendude Regarding the Swarm disappearing, I'm pretty sure that's the auto-delete destroying countries with no colonies left. While auto-delete can be disabled, I'm not sure if that would cause additional bugs down the road so for the time being I'd say let them finish infestation before engaging.

The government bug might be fixable but I'll have to look at the code.

@Ranger314 When you start the game click on mod list and make sure there isn't a red exclamation mark beside the mod. If there is you might be bugged. To fix it, go to documents/Paradox Interactive/Stellaris/mod, look for the file 693447055.mod (make sure there isn't a ugc_ infront) and delete it. You can basically delete all the downloaded .mod files that don't have ugc_ infront. Then, try to sub/unsub from this mod again to ensure it downloads properly.

@Spirit Which guardians are you referring to? I don't believe this mod adds any guardian events.
TaMiC 11 Sep, 2016 @ 12:38pm 
Rebellions dont work, no army is spawned
Ankain  [developer] 11 Sep, 2016 @ 6:47pm 
This mod does not modify rebellions so some other mod is probably causing the issue.
Archemyre 19 Sep, 2016 @ 9:48am 
I've been using this mod with a few others, and noticed that ring worlds were completely invisible except for the parts that act as planets. After playing around by removing mods it came down to ISBS Balance causing the issue. Sorta sad I can't use it right now and I'm unsure about how it's even causing the issue, but yeah, just thought I should let you know.

EDIT: I also tried it with just the Doomsday weapons and ships, and that causes it as well. This is with just those mods, nothing else. It looks fine otherwise.
Last edited by Archemyre; 19 Sep, 2016 @ 9:51am
Ankain  [developer] 19 Sep, 2016 @ 10:18am 
You have another mod that's messing with the system scale set in balance/doomsday. It's an incompatibility with those mods.
Last edited by Ankain; 19 Sep, 2016 @ 10:18am
< >
Showing 1-15 of 105 comments
Per page: 1530 50