Stellaris

Stellaris

No_Sectors
 This topic has been pinned, so it's probably important
MiSHiMa  [developer] 10 Mar, 2017 @ 7:08pm
ISSUES - BUGS REPORT
English:
This post is for you to leave your questions and problems reports on the mod. I will try to answer and solve them as soon as possible.

Thanks in advance to everyone.


Español:
Este post es para que dejeis vuestras cuestiones y reportes de problemas sobre el mod. Intentare contestaros y solucionarlos lo antes posible.

Gracias de antemano a todos.
Last edited by MiSHiMa; 10 Mar, 2017 @ 7:09pm
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MiSHiMa  [developer] 10 Mar, 2017 @ 7:31pm 
Originally posted by MiSHiMa (autor):
15 de abr. a las 7:50
Fixed problem of incompatibility with other mods that modify the file 00_defines.txt(MiSHiMa)

Originally posted by Osiris:
14 de abr. a las 12:11
You've included all the defines from the original game into your mod, therefore overriding any defines changed by other mods(Osiris)

Originally posted by MiSHiMa (autor):
11 de abr. a las 18:07
Paradox has fixed the problem of changing the amount of resources you put in a sector to negative and now you can no longer draw resources that do not exist.(MiSHiMa)

Originally posted by MiSHiMa (autor):
19 de mar. a las 17:21
If I had heard or read something about a building that took resources from the sector, I have also seen another mod that uses two edicts, one for each resource, and takes them out of the sector.

Of course, there will be other better methods of taking resources from the sector. The investment of the function of the buttons of the sectors to remove instead of putting resources believed that would be a very good solution. Because truth be told, I have never put resources to a sector in all my games, and if I have needed to remove them, on all the energy credits to do other things. How to offset the energy deficit is sometimes got. And having 9000 credits in the sector and not being able to do anything with them seems stupid to me.

Even so I will continue to look for a little more, I started a few hours ago, and I think it can be easily solved as soon as I find the file where the function of the sector button is.(MiSHiMa)

Originally posted by Dazz & Kobato:
19 de mar. a las 17:04
I was working for it and finally gave up finding a way to collect resources from sectors. There is even no such a trigger to check sector stockpile as well as an effect to add resource to a sector.

I downloaded a mod that descripted as "being able to collect resources from sectors", the way they do it is that replacing a sector building to a special building with 1000 maintenance, then replace it back, while giving the country 1000 resources at the same time.(Dazz & Kobato)

Originally posted by MiSHiMa (autor):
19 de mar. a las 16:34
You're right, I bought it with a saved game that I had of a multiplayer with a fairly large sector and with a lot of accumulated and when you get everything, you can keep pulling. On the other hand if the store is full, you can not remove it as the button is locked. I suppose it is a protocol of the function of putting resources in the sector.
I'll see if I find where the function or formula that makes the sum of resources to the sector from the empire itself and fix the problem. But it will depend on whether I find the file where it is and whether the function can be modified and is not part of the game's own programmed code.
Any help or suggestion concerning this will be welcome. Thanks in advance.(MiSHiMa)

Originally posted by Dazz & Kobato:
19 de mar. a las 10:32
"Inverted the buttons of the sectors that enter minerals and energy credits from the empire to the sector. Now they go from the sector to the empire in the same proportion, of 100 in 100."

Well, if you do that, the players are allowed to drain resources from the sector again and again regardless of the remaining resources, that is to say, you can still drain resources while the sector doesn't actually have even 1 point of energy or minerals. With this, all human players can have infinite resources just by creating a sector, draining resources from it, and revoking the sector.(Dazz & Kobato)

Originally posted by MiSHiMa (autor):
10 de mar. a las 21:00
Accordingly I have found the problem, the file where the penalty for overcoming the systems you control and the sectors is canceled, also controls by some function the sum of the level of the scientific that is applied to the investigation in each section. And as I was also seeing another small error with the icons and description of the modifications of the planets that is also the path to that description and icon in that same file, I will leave as were the penalties and that file without touching As it comes by default which fixes both problems. And as over 999 systems is difficult and the 100 sectors also, I do not think anyone will complain about putting systems in one sector if you reach 1000 systems. XD
So I'm going to update the mod today. (MiSHiMa)

Originally posted by infinitevalence:
10 de mar. a las 18:26
http://imgur.com/a/zXhbL screen shots and mod list, not sure how to get you a saved game. (infinitevalence)

Originally posted by MiSHiMa (autor):
10 de mar. a las 17:29
The scientists go up to level 5 and is at the rate of 2% per level, up to a maximum of 10%. That is added if they have a skill equal to the one that investigates in addition to the technologies that you have been able to investigate of aid for the investigation, worth the redundancy. It occurs to me so that I can see several forms, the easy and quick would be to upload two screens of the details of the percentage of investigation where it is detailed what is contributed to the total with the mod and without the mod, to be able to see the difference that mentions . Another way you can see it would be to pass the save file and load the game to see it and see what happens. (MiSHiMa)

Originally posted by infinitevalence:
10 de mar. a las 16:59
As part of my trouble shooting I disabled all the other mods and toggled on and off just yours. Loading a save I was able to see my bonuses go from unbonsed 15% to 25% for level 5 skill scientist.

Screenshots can be provided, as can the saved game if it helps. (infinitevalence)

Originally posted by MiSHiMa (autor):
10 de mar. a las 16:36
Yesterday I was playing with the mod from 9:30 in the morning until more than 3 in the morning, with breaks to eat and other basic things xD
And it did not give me any problem with the window of technology, or with the scientists and their level and the percentage that they give of aid to the investigate. The question would then be if when you have used the mod and you have given that problem, the two who have commented something similar with the research and scientists. Did you use any other mod that might be interfering? In that case, what is it ?, to be able to look at it and see what it does exactly and if it is interfering with No_Sectors. (MiSHiMa)


Originally posted by infinitevalence:
9 de mar. a las 4:16
Looks like this is breaking research modifiers. My scientists are all level 5 but only boosting at 15%. (infinitevalence)

Originally posted by MiSHiMa (autor):
5 de mar. a las 3:51
Sorry I dont understand you, what is Assist Research ?, another mod? Because I have looked for it and I can not find it. To see that it can interfere with that mod.
I will add you as a friend and have if we can speak directly. (MiSHiMa)

Originally posted by q-analog:
5 de mar. a las 2:54
In 1.4.1 this mod bugs out Assist Research (q-analog)
Last edited by MiSHiMa; 9 May, 2017 @ 9:52am
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