Stellaris

Stellaris

Realistic Ships
 This topic has been pinned, so it's probably important
Tal Ara'nh  [developer] 11 Sep, 2016 @ 9:11am
Known Issues
Known issues are posted here
Last edited by Tal Ara'nh; 17 Jun, 2017 @ 2:06am
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Tal Ara'nh  [developer] 11 Sep, 2016 @ 9:16am 
IMPORTANT: Please do not post bug reports here and use the appropriate Bug Reports discussion thread. Thanks.
Last edited by Tal Ara'nh; 24 Sep, 2016 @ 11:09am
Tal Ara'nh  [developer] 11 Sep, 2016 @ 9:27am 
  • Enabling the mod for an existing game that already has the Battleship Assembly Yard tech researched will result in an "extra" set of Dreadnought and Heavy Dreadnought that will show up in the spaceport build list. Issue is not present when using the arthropoid graphical culture.

    Solution/Workaround: Save and reload the game.
Last edited by Tal Ara'nh; 24 Sep, 2016 @ 11:10am
Tal Ara'nh  [developer] 5 Nov, 2016 @ 7:33am 
  • Error logs will give a whole lot of errors related to missing assets/animations.

    Solution/Workaround: You can ignore those since most of the things done in this mod almost always involve something that was not intended in the original game. These errors should not have any impact on the stability of the game.
Tal Ara'nh  [developer] 25 Feb, 2018 @ 7:18am 
  • For some reason, aura range circles & aura effects are no longer working in Cherryh v2.0.0 (RS aura codes are still there).

    Solution/Workaround: The code is still there but some hard-coded component of the auras appear to have been either changed or disabled by Paradox. Since the Titan also does not appear to have any aura effects, I am inclined to believe the latter. As such, this is not really an issue but I am just posting it here in case someone wonders why.
Last edited by Tal Ara'nh; 25 Feb, 2018 @ 7:19am
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