Stellaris

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Haldurson Aug 9, 2018 @ 6:01pm
Odd Mardak Vol event bug
I've searched, and cannot find this exact bug described anywhere, so I'm thinking this MIGHT have to do with some mod I'm running (or not). Anyway, this is what happened:

A quest sequence leads you to a Gaia world inhabited by a primitive species called the Mardak. I sent a constructor ship in to build an observation post. Suddenly a Vol fleet called the "Mardak Purgers" appears, and wants to purge the Mardak from the planet. I'm playing fanatic Xenophiles, so I was aghast by that and said no (usually I say yes). Now the Vol fleet seems to be stuck there over the planet and cannot leave. When I check the status of the planet, there's a symbol that means that the offensive fleet is too weak to affect the population on the planet. They periodically attack my starbase, then go back to orbiting that planet. Is there any way to force the quest to proceed past this point, and get that freaking fleet out of my territory?
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Showing 1-15 of 18 comments
Guara Ookami Aug 9, 2018 @ 6:10pm 
Get strong and gun them down ?
Haldurson Aug 9, 2018 @ 6:19pm 
It would help if it weren't so very early in the game (I've only colonized two planets, my maximum fleet size is at its starting number of 20, can only build the smallest ship size, etc.
Guara Ookami Aug 9, 2018 @ 6:24pm 
well they cant kill the species in the planet (its a gaia world with some sapient species right?) soo i would let them there until i got ready to fight them off but if you dont want to spend money on cleaning tiles its the only option you got.
I chose to kill them since they had bad traits (like perfect world adaptability so they cant habit any other planet that isnt a gaia one) +I got lucky and discovered the 'immortal fungus' thing that is adaptable to all!
Rocky the Rock Aug 10, 2018 @ 4:41pm 
I actually encountered this myself; no mods.
When I said no, their fleet appeared, like you said. It attacked my science ship, in which it retreated. I never saw its fleet size, so I carelessly sent my 3 corvettes to the system, only for it to be empty.
No hostile fleet and the Mardak were still on the size 25 gaia planet. I guess my science ship scared them off.!

Jokes asside, I'm guessing it is indeed a bugged sequence of events. Your hostile fleet is flying around the system, while my own hostile fleet vanished.
Guara Ookami Aug 10, 2018 @ 4:47pm 
hey what you get if you rescue the guys from the ransomeer chain of events ?
Rocky the Rock Aug 11, 2018 @ 4:40am 
Originally posted by DDMusashi Kai Ni:
hey what you get if you rescue the guys from the ransomeer chain of events ?
If you defeat the eradicators (or in my case vanish completely), you get to keep the Mardak Vol species on the planet.
I'm not sure if the species is randomized or if it is the same species for everybody.
They have Gaia habitility (100% for gaia only, 0% for rest, so horrible for colonizing).
Guara Ookami Aug 11, 2018 @ 11:03am 
Originally posted by Pataur the Great:
Originally posted by DDMusashi Kai Ni:
hey what you get if you rescue the guys from the ransomeer chain of events ?
If you defeat the eradicators (or in my case vanish completely), you get to keep the Mardak Vol species on the planet.
I'm not sure if the species is randomized or if it is the same species for everybody.
They have Gaia habitility (100% for gaia only, 0% for rest, so horrible for colonizing).
i meant the ransomeers the guys that send you a message saying that they were kidnapped And you get to rescue them from some pirates
Exarch_Alpha Aug 11, 2018 @ 11:21am 
This event wasn´t fixed yet? OMG...

Yes if you refuse their bombardment they destroy the starport and do nothing else. If you do let them purge, what remains is a 25 tile GAIA world which still is pretty good for science, putting art monument etc. So there is literally no "bad" outcome. Ridiculous
Haldurson Aug 11, 2018 @ 12:45pm 
Originally posted by Exarch_Alpha:
So there is literally no "bad" outcome. Ridiculous
Well yeah, IF it were working... For other reasons, I decided to restart that game and I know for now to always let them purge the planet (at least until I hear that this has been fixed).

As far as the Ransomeers are concerned, that's a totally unrelated quest. I'm sure there are more relevant threads than this one. But essentially, IF you are successful (which requires a lot of luck), then you get a bunch of influence and the "Savior" modifier for 3600 days (You'll have to search for yourself to find out what that is, or keep trying to finish until you randomly get a success).
ΟΥΤΙΣ Aug 11, 2018 @ 5:50pm 
If you invade the planet before they start bombardment you can use the planet normally because the bombardment is too weak to disable pop output. They stayed in orbit for 40 years in my first 2.1 game.
MightyFox Aug 11, 2018 @ 8:44pm 
In my game, they stayed in orbit indefinitely and had the fleet strength of a leviathen.

I don't care what those primitives are it's ALOT cheaper just to remove some sludge than it is to try and take on that fleet. Won't say no to them again.
Demon of Razgriz Aug 11, 2018 @ 9:07pm 
Originally posted by Exarch_Alpha:
This event wasn´t fixed yet? OMG...

Yes if you refuse their bombardment they destroy the starport and do nothing else. If you do let them purge, what remains is a 25 tile GAIA world which still is pretty good for science, putting art monument etc. So there is literally no "bad" outcome. Ridiculous
Well, you know, except for the ending where you let them wipe out the last remnants of an entire people, thereby finishing their genocidal goal.
Guara Ookami Aug 11, 2018 @ 9:30pm 
Originally posted by Demon_of_Razgriz:
Originally posted by Exarch_Alpha:
This event wasn´t fixed yet? OMG...

Yes if you refuse their bombardment they destroy the starport and do nothing else. If you do let them purge, what remains is a 25 tile GAIA world which still is pretty good for science, putting art monument etc. So there is literally no "bad" outcome. Ridiculous
Well, you know, except for the ending where you let them wipe out the last remnants of an entire people, thereby finishing their genocidal goal.
well they were primitives inferior to us basically XENO SCUM! (BTW i am fanatical authoritariam but yeah i felt bad for them)
Last edited by Guara Ookami; Aug 11, 2018 @ 9:32pm
Planguy Aug 17, 2018 @ 4:14pm 
I think that killing the Mardak is supposed to be the "right" option. It plays with your expectations when you are playing a xenophiliac species because the seemingly unreasonable xenophobic aliens are right about the Mardak being a dangerous fungal parasite. I picked the refusal option because I was roleplaying a xeno loving civilization who believed the best about other species no matter what, but I fully expected the choice to bite me in the butt. Only nothing happened. The Purgers stuck in orbit and did nothing.

I think that the event chain might only have been playtested with people who are willing to purge a species in order to get a Gaia world.
Demon of Razgriz Aug 18, 2018 @ 7:52am 
Originally posted by Planguy:
I think that killing the Mardak is supposed to be the "right" option. It plays with your expectations when you are playing a xenophiliac species because the seemingly unreasonable xenophobic aliens are right about the Mardak being a dangerous fungal parasite. I picked the refusal option because I was roleplaying a xeno loving civilization who believed the best about other species no matter what, but I fully expected the choice to bite me in the butt. Only nothing happened. The Purgers stuck in orbit and did nothing.

I think that the event chain might only have been playtested with people who are willing to purge a species in order to get a Gaia world.
Yeah, that always made me wonder. Nothing happens after you refuse. I fully expected something to happen either to prove that the purging aliens were right or wrong, but nothing ever happens.
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Date Posted: Aug 9, 2018 @ 6:01pm
Posts: 18