Stellaris

Stellaris

Novus Orbis - Stellaris Overhaul Mod
JKillz  [developer] 11 May, 2017 @ 6:38pm
Bug Reports and Known Issues
Introduction

Hi everyone, please share any bugs or issues you discover here and I will do my best to address them within a timely manner. I have several obligations outside of Stellaris that may prevent me from responding for up to a day or two, but I certainly will do my best to stay current with any concerns.

With that said, I will keep a running list and address them as time permits.


Bug Reports
  • Not working in V1.6.1 (Resolved)
  • Ministry of Benevolence - Cannot build (Resolved)
  • Unable to upgrade some buildings - Research Buildings, etc. (Resolved)
  • Adjacency Bonus - Applying more than it should (Resolved)
  • Some namelist Localisation issues (Resolved)

Known Issues
  • Leaders not showing stars after level 5 (Use Leader Skill Cap EFS)
  • In rare cases, your empire is destroyed at game start (Core Game Bug)
  • Techs that were specific to attachments are blank techs now (Looking into a purpose for them and will try to avoid an overwrite)
  • Cannot Upgrade to the new Capitals (Caused by any mod that overwrites 00_buildings.txt)

Special Thanks

I appreciate everyone that contributes to reporting any bugs or issues with the mod. I will try to keep the main description current with future planned updates and appreciate everyone's patience as I resolve any concerns that arise.

Thank you!
Last edited by JKillz; 21 May, 2017 @ 8:04am
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Showing 1-15 of 57 comments
LANDSHARK 12 May, 2017 @ 3:12am 
most of the buildings only build to tier 2 now as it says i need planetary complexes but I have a planetary capital on the planet
JKillz  [developer] 12 May, 2017 @ 5:16am 
@LANDSHARK - Thanks for the feedback, I just updated with a hotfix that should resolve this issue. I realized after I made some other changes that I turned Empire Capital-Complex to capital only which doesn't work with the new tiers. As a result, I removed this requirement from all the tiers. Only 4 vanilla buildings now require being built on capital planets. This will let you spread out the top tier Empire Unique buildings as well instead of having them all squished into 1 planet which won't work since I added so many.
Last edited by JKillz; 12 May, 2017 @ 5:33am
_Decks_ 12 May, 2017 @ 10:27am 
Symbols of unity, which are now available at game start via 1.6, have disappeared from the build menu.
JKillz  [developer] 12 May, 2017 @ 4:06pm 
@_Decks_ - I will look into this, I thought it was completely removed with 1.6. I currently have them as a Spiritualist ethics building with a tech requirement.
_Decks_ 12 May, 2017 @ 7:30pm 
Vanilla behavior for the Symbol of Unity buildings as of 1.6 is that the technology has been eliminated, but they are available to build at start.
JKillz  [developer] 12 May, 2017 @ 8:18pm 
@_Decks_ - Maybe I am misunderstanding and if that is the case, I do apologize, but here is the line about the Symbol of Unity directly from the PDX Changelog:

https://forum.paradoxplaza.com/forum/index.php?threads/adams-update-1-6-0-released-checksum-7a87-not-for-problem-reports.1020233/

# Buildings
* Symbol of Unity building and related technology have been removed from the game

They removed the building and tech from the game code, including removing the graphics files. I had to manually include them from my backup files of v1.5 to restore this building/tech code/graphics into this mod.

I hope I am correctly referring to the same building. In the end, I did include into the mod, just has the tech & ethics requirement now.
Queyote 13 May, 2017 @ 2:42am 
It looks like level four research buildings are broken. says "requires_building_novus_capital_4" when hovering over to upgrade.

With regard to adjacency effects, is it intentional to have the capital give all three resources to buildings that don't normally benefit from the other resources. If so, it causes some unreadable ui when used with buildings that give unity like paradise dome. Also, it is probably too strong with food in particular. If you build a paradise dome, the adjacency plus the dome cover 25+ food so you'd never have to build a farm again.
_Decks_ 13 May, 2017 @ 3:29am 
@Jkillz

I can confirm that it was removed in vanilla... I was testing 1.6.1 with some cosmetic mods only, but apparently something was retaining the Symbol of Unity. I disabled everything and it is indeed not there. Many apologies there.

Thanks!
JKillz  [developer] 13 May, 2017 @ 5:28am 
@Queyote - The research buildings are ok, I just missed 2 localisation strings. Thank you for catching that, I will hotfix that in a few minutes.

As for the adjacency bonuses, these are found in the vanilla capital buildings, but I do agree, everything looks cluttered when you throw Unity or Influence into the mix. I can consider removing them entirely if more people feel it is needed.

@_Decks_ - No worries, thanks for confirming on your end as well.
PURUNGUI 13 May, 2017 @ 6:10am 
The mods looks interesting started trying it out, did not get a 25 tiles homeworld, it may been that I have planet diversity installed. Not a big problem for me would rather keep planetary diversity.

But when I enlightened a primitive species, I got the right notifications, the monthly influence gain and they appear in the contacts as my protectorate, but I cannot communicate with them which its a bummer since I wanted a migration treaty and, they appear in the galaxy map and planetary menu like primitives and they have not build anything.

It´s this a bug or it was supposed to be a feature of the mod?
Dextren 13 May, 2017 @ 8:23am 
it seems you cant speed up the game, for me it looks like the same speed on 1,2 or 3
Queyote 13 May, 2017 @ 10:13am 
The research buildings still don't upgrade. Took a few screenshots to demonstrate the point.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=925021311
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=925021428
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=925021514

They don't upgrade when the megaplex or the superplex are built, although the tooltip now states what I assume is the correct localization string that it requires the megaplex.

Regarding adjacency, I haven't played vanilla in a while so I booted up a vanilla game to double check the behavior. The adjacency bonus is in vanilla but is only applied to buildings that produce the resource. So it adds food to farms but doesn't add minerals or energy to farms. If you look at the screenshots you'll also see that it adds all three to all buildings regardless of what they produce. This isn't a criticism of the choice necessarily but if you did it because it is the way vanilla does it, I'm just reporting that it is not the way vanilla does it.

Love the mod btw. Just looking to make it better.
Queyote 13 May, 2017 @ 10:23am 
I just started looking at other building upgrades. It looks like tier 5 power plants and farms have the same issue. Mines work fine though.
Queyote 13 May, 2017 @ 10:36am 
I just tested the behavior on adjacency with other adjacency buildings like mineral silos. The adjacency bonus applies the same way for all adjacency effects. For insance a mineral silo can make a galactic stock exchange make minerals. Sorry for the message spam.
JKillz  [developer] 13 May, 2017 @ 5:25pm 
@PURUNGUI - I overwrite the vanilla files to add the 25 tiles, which means other mods will overwrite what changes I made, so in the end, that may be for the best if you have another preference anyways.

I will check into the primitives not having diplomatic options, this was not intended and I didn't think I changed anything that would impact this. However, I should have some time tonight, so I will look into and hopefully address it in a few hours.

Thanks for the feedback, much appreciated!
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