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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)
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).
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.
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
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.
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.