Stellaris

Stellaris

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Armorama Sep 17, 2016 @ 11:29pm
2nd Campaign Attempt... crash and burn 100% warscore bug :(
So my second attempt went a bit better. I did however get into a war with a really close neighbor around 2212. They only ever had two planets but I sort of let the war go on too long as they kept hiding their main fleet at their homeworld and it took me a while to get a fleet big enough to take them on. I could have had peace many times as he kept pestering me over and over to end the war, but I was stuburn as he really was a super close neighbor and it was a spiral galaxy and I needed to move his direction, etc. So... about 2240 or so I am finally kicking his butt at his homeworld. Killing his fleet and starbases and ALL other solar buildings doesn't get the warscore past 30% or so. Okay... invasion. But by this point he has a crap ton of defensive armies so then that took a while to build up a 16+ assault force for two planets. After taking both... I can't end the war. It's glitched. If I click the 100% warscore in the bottom right I get a screen with ZERO demands on my side. A bunch on his including giving him Sol system and another. And no way to change the demands or do anything other than push a White Peace (which sort of kills the whole point of the war). Seriously Paradox... can you fix this bug. I have seen people report on it before months ago and usually everyone of the helpful people repsonding says that there must be some human error, but no I have looked and there is nada I can do to fix this.

And now all my colonies are unhappy as I can't end the war and we have been fighting it far too long. That was practically a whole day of gameplay down the tubes. Yeah... not happy either. :(
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Helican Sep 18, 2016 @ 1:34am 
Have you set your demands when you declared the war?
Last edited by Helican; Sep 18, 2016 @ 1:34am
Armorama Sep 18, 2016 @ 1:40am 
If I remember from the prior game, no I didn't because none of the options fit the scenerio. And even if I didn't that should not mean you are stuck in an endless war loop.
Helican Sep 18, 2016 @ 1:53am 
In that case it is completely your own fault and not a bug.
If you don't set your demands, the best you can do is a white peace.
Azunai Sep 18, 2016 @ 2:03am 
Originally posted by Armorama:
If I remember from the prior game, no I didn't because none of the options fit the scenerio. And even if I didn't that should not mean you are stuck in an endless war loop.

you aren't stuck in an endless loop. you didn't set goals, so naturally the best 8and only) outcome for you is to force white peace. which was probably available when you destroyed his fleets, or maybe even when you had them trapped in their home system.

it's not a bug. i guess the game should force you to set war goals in defensive wars. there are too many new players that report that same "bug" over and over. it's not a very intuitive mechanic, especially if you never played any of paradox other grand strategy games before.
Armorama Sep 18, 2016 @ 11:21am 
While yes this poor decision by the devs is not a bug, it is a serious error in the game logic and if not setting goals creates such a CALAMITOUS outcome then any good game programmer would make sure that requirement was met.

I was able to get past this using debug and the own command though. Now I have two planets of angry aliens but the war is over once I used the white peace option.
Armorama Sep 20, 2016 @ 10:55pm 
Also just to follow up I was playing again tonight and the "war goals" function doesn't seem to work (as I encountered the first time). Even items marked in GREEN cannot be moved from the left to the right as the onscreen instructions advise. And there is no pop-up dialouge telling you WHY you can't move items over AND you can still declare war with no demads. So yeah... buggy and/or poorly implemented.

Now that I have played a bit more of the game (and FYI I am a 1000+ hour CK2 player) it would seem that a lot of the UI is not fully fleshed out. Where is the automations for example? My empire is huge this time around but keeping up with it is getting downright dull. Small UI function improvements would go a long way in the game.
Quantum Optimist Sep 21, 2016 @ 12:34pm 
You can automate all of your empire if you want. You do have to get used to the sector automation screen. I had to fish around in the top left icons in the gui before i could find it and understand what it was for. Still, the ai ain't very good at building planets. I think he tries to balance the whole sector depending on your priorities or its own and it never seems to do well.

What i prefer to do is to build most of a planet first buildings so to be sure the planet is going to be well built, then i add the planet to a sector. I also make sure that sector cannot replace buildings and then the ai seems to be good at upgrading the low level buildings.

It does take a lot of time and plenty of resources tought. Late game, when you conquer planets by the truck load it might not be that great, but at least you got a core of very productive planets.

And i hate those dam.n xenophile who migrate to any kind of planet, even those they have the lowest tolerance for just because there is another race there! You need to turn off migration most of the time. They never go anyway to where you want them to so it's not like its super useful!
:WTF: Grendel Sep 21, 2016 @ 1:24pm 
Originally posted by Armorama:
Also just to follow up I was playing again tonight and the "war goals" function doesn't seem to work (as I encountered the first time). Even items marked in GREEN cannot be moved from the left to the right as the onscreen instructions advise. And there is no pop-up dialouge telling you WHY you can't move items over AND you can still declare war with no demads. So yeah... buggy and/or poorly implemented.

Now that I have played a bit more of the game (and FYI I am a 1000+ hour CK2 player) it would seem that a lot of the UI is not fully fleshed out. Where is the automations for example? My empire is huge this time around but keeping up with it is getting downright dull. Small UI function improvements would go a long way in the game.
You need to drag and drop your demands/goals in the dialogue window into your Faction name... not below, but inside. Otherwise... you can't set any demand/goal for the war declaration. There's no bug to it... you're simply not doing it correctly.
JonWoo Sep 21, 2016 @ 2:00pm 
Originally posted by :WTF: Grendel:
Originally posted by Armorama:
Also just to follow up I was playing again tonight and the "war goals" function doesn't seem to work (as I encountered the first time). Even items marked in GREEN cannot be moved from the left to the right as the onscreen instructions advise. And there is no pop-up dialouge telling you WHY you can't move items over AND you can still declare war with no demads. So yeah... buggy and/or poorly implemented.

Now that I have played a bit more of the game (and FYI I am a 1000+ hour CK2 player) it would seem that a lot of the UI is not fully fleshed out. Where is the automations for example? My empire is huge this time around but keeping up with it is getting downright dull. Small UI function improvements would go a long way in the game.
You need to drag and drop your demands/goals in the dialogue window into your Faction name... not below, but inside. Otherwise... you can't set any demand/goal for the war declaration. There's no bug to it... you're simply not doing it correctly.

It was a bug at one point, even having set demands you could only get white peace I mean, but judging by the responses I'm assuming they fixed it? If so that's awesome. It's been bothering me that it might happen again.
Last edited by JonWoo; Sep 21, 2016 @ 2:01pm
NixBoxDone Sep 21, 2016 @ 2:58pm 
I have to say that I, too, find it a bit weird that you can have a war, win handily, and go out with nothing because you ignored a pop-up you shouldn't have.

I get why, of course. Due to the ethics system and the way alliances work, every ally gets a vote about any war, and any ally that isn't somehow warmongering (militaristic, xenophobe, collectivist, the works) will flat out not agree to war if the war goals have anything to do with stealing planets.

I'm not taking real world reasons into account because I doubt they actually work like that in reality, anyways. I'm pretty sure the Russians and the Germans didn't sit down before WW2 and went like "If we win, we will purge all the jews and make you bless your food in the name of the Fuhrer" and the Russians went like "Yeah well, if we win we'll steal everything that isn't nailed down and leave you to rot in the rubble... Just a heads up."

You just went to war and did whatever you wanted/felt you could get away with on the political landscape.

So the devs handled it that you actually have to declare what you want or you can't get it later, to prevent people starting wars with allies that are all flower sniffing treehugging spiritualist pacifists, only to sneak in a few ceded planets once they get enough war score.

Seeing that the game can be paused, however, the game should just stop when war is declared unless the player either picks a war goal or presses a big red "I want nothing" button and confirms so they can't claim they didn't notice it later.

It could also have been handled by just not making "rewards" that your allies would not agree to available when choosing your war spoils later. So if you fought this war with an ally that doesn't allow ceding planets, you'd just not get the option when choosing to negotiate for peace later.
Last edited by NixBoxDone; Sep 21, 2016 @ 3:01pm
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Date Posted: Sep 17, 2016 @ 11:29pm
Posts: 10