Stellaris

Stellaris

Honorverse: Star Nations at WAR V0.6.5 Alpha
 This topic has been pinned, so it's probably important
CaydenX  [developer] 31 Aug, 2016 @ 4:10am
Bug Reports
Feel free to make a note of anything you find thats incorrect. So far I have found the following:

1) Incorrect name for thrusters (Fixed)
2) Incorrect name for several technologies
3) Battlecruisers need a buff to their attack and/or heavy cruisers need a nerf to their attack (Fixed)
4) Galaxy not spawning many habitable worlds. (Fixed)
Last edited by CaydenX; 31 Aug, 2016 @ 3:36pm
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Trooper2142 3 Sep, 2016 @ 9:09am 
Just about every human faction spawns on a planet that either has no habitability, no buildings, or both. They then never build anything or do anything, and bothering to consume them is a waste because then you just inherit a useless planet. Makes the game pretty dull if there is no one to fight.
CaydenX  [developer] 3 Sep, 2016 @ 7:22pm 
Looked into it, apparently its a common bug with this build of the game, the only thing I can think of doing is making a generic star system for each faction... which is something I wanted to do anyway it just makes it an ultra high priority.
CaydenX  [developer] 3 Sep, 2016 @ 8:47pm 
Originally posted by sterig22:
Just about every human faction spawns on a planet that either has no habitability, no buildings, or both. They then never build anything or do anything, and bothering to consume them is a waste because then you just inherit a useless planet. Makes the game pretty dull if there is no one to fight.
Solved it by giving them each a system_initializer file, they arent really how i'd like them but they are all named right for the star and the main planet even if the rest of the system is bland. but it will work.
Trooper2142 4 Sep, 2016 @ 6:58am 
Thank you, I think that's a fine fix for now. We are playing the big majors, the minors should be smaller and under our influence by default. Flavor for them can come later.
Trooper2142 4 Sep, 2016 @ 5:08pm 
Another bug: Under policies there is normally a new option to select your war philosophies that decide what kind of wars you can wage. Your mod seems to remove this option which means that Manticore can only pick liberate as a war goal.
CaydenX  [developer] 4 Sep, 2016 @ 7:14pm 
I've fixed that one already in the latest build, should be released in a few hours I expect.
Anshu Zephyran 5 Sep, 2016 @ 6:27am 
Kemplerer's Circus Fleet has showed up and won't go away, putting all my civilian trade fleets into "event locked" status - is this intended behavior?
CaydenX  [developer] 5 Sep, 2016 @ 7:09am 
yes it is, the circus fleet actually provides bonuses to your planets when they're in system for x days/months. Othertimes your civilians get event locked when you need to track down pirates. but next time take a look at the planets in the system and you should see some bonus modifiers.
Trooper2142 5 Sep, 2016 @ 8:24am 
One of your modded thrusters for ships costs 2000 minerals to use on ships. Since all of your other modded ship parts are not this expensive I'm assuming that should not be the case, since it is taking 50000 minerals to just replace the thrusters on all my ships.
Also, some of the minors are still spawning on uninhabitable worlds, and while in the Diplomacy screen they appear human, the pops on the planet are a random alien. They have buildings, but at 0% habitability they still do nothing. I'll run a game again to see if they still spawn like that. I have not run a new game with the latest build, so it may be that. Most of the other minors are fine.
Last edited by Trooper2142; 5 Sep, 2016 @ 8:25am
CaydenX  [developer] 5 Sep, 2016 @ 8:28am 
ill sort that, I think I know which one it is. hmm which minors are spawning on uninhabitable worlds? are they named human colonies or random AI generated ones of actual non humans?

(btw if you find any other subsystems which cost too much let me know. that one had an extra - by mistake)
Trooper2142 5 Sep, 2016 @ 8:33am 
I'm going to say AI spawned, because the names are too hard to pronounce. But it is weird, the species says it is reptilian, but on the screen it looks human. I dunno if it is because this was a save over a few builds or what, but I can confirm that they are not the factions that you can pick, and are almost certainly AI made ones.
CaydenX  [developer] 5 Sep, 2016 @ 8:37am 
thats odd then as there shouldnt really be any of those, but that isnt something I can control I dont think. the map itself is set to spawn 27 AI Empires and they're the ones which ive written in as default. I'll see if I can find a fix for it

The build I just released fixed your thruster price btw.
Trooper2142 5 Sep, 2016 @ 8:59am 
Well I use a few other mods with yours so it may very well be their fault. It is a minor problem though, because I use a mod that lets me purge planets so I'm just removing the minors that don't belong. I'm saying that they are vicious deadly lifeforms that are a threat to all life and I'm keeping the galaxy safe!
CaydenX  [developer] 5 Sep, 2016 @ 9:25am 
haha i like that, ill take a look though, i've seen a few pre-sentient species pop up and usually on worlds where I need to research terraforming to be able to take over anyway but if I see any full empires pop up that shouldnt be ill see about tracking down the bug.

which mod is that? I wouldnt mind adding it as an Eridani Edict part... so if your Government doesnt follow it then you can mass bombard a planet bare. And speaking of that... I need to rename the slavery policy ingame to the Cherwell Convention.
Trooper2142 5 Sep, 2016 @ 10:16am 
It's called Abandon Our Planet its a planetary edict that cost 250 inf. You can choose to purge all the pops and the buildings or just the pops. There are 3 different mods that seem to do similar things, so see if any of them are good for you. Just search for "abandon"
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