Stellaris

Stellaris

Shrouded Regions
720 Comments
Flemmi  [author] 12 hours ago 
for a few days, we had a bug where the crisis would not progress, this bug is now resolved, in large parts to the many bug reports we got about it.
thanks everyone for being patient in these trying times.
Flemmi  [author] Jul 19 @ 7:27pm 
@MlodyTheisson The Crisis war should start shortly, like a year or less, after the resolution in the Galactic Community.


@easy8ight Not being able to travel to ralis is a strange bug, open the console and type

effect set_global_flag = f93_shroud_gate_active

unless you play a mod that turns you into a fallen empire, Those have other limitations.


@Cross Dimentional Joke, I turned that off again, i used that for a bit, but only because it fixed some other issue.
Easy8ight Jul 19 @ 8:50am 
How do I travel to the Sanctuary of Ralis to attack their main base? My fleets cannot go through the portals at the moment.
MlodyTheisson Jul 19 @ 7:09am 
i have question, when crisis actually start when mid game started there was community solution with war plan and after that nothing happened. Now i am 100 yeras after mid game started, so its normal?
Cross Dimensional Joke Jul 16 @ 2:35pm 
Ohh I assume you set up some event or something during mod setup using the midgame date, so if I change it later on it won't actually change when it happens?
Flemmi  [author] Jul 16 @ 8:02am 
@fazy yes. that is intentional.
that special systems get bulldized by the empty system thing is known. you can turn the empty systems off, a big issue is that if we take specia lsystems into concideration, some galaxy may have a single empty system, many wont have any. there are just too many.
lazy_ssol Jul 16 @ 7:38am 
I know that function, but I want to use the dandelion_relay system, but I'm sad that even special star systems are disappearing.

But is it intentional that the f93_galactic_crossing_planet modifier is not applied to home systems that have dandelion_relay?
Janlitschka  [author] Jul 16 @ 5:54am 
@Cross Dimensional Joke Midgame does, I cannot give you information on what happens when you do savegame edits. You have started messing with the magic mid-spell, who knows what happens in your save now XD
Cross Dimensional Joke Jul 16 @ 3:14am 
What determines when the crisis starts? I checked flags but didn't find anything. I'm asking because I changed the midgame start date from 25 to 75 via save edit after the game started, but the crisis still happens at 25.
Janlitschka  [author] Jul 16 @ 2:08am 
@†MLS† KIRINAS Yes, but you could also get away with just one Fallen EMpire - some special systems like the "Sanctuary" can and will connect the Galactic Crossing if there are not enough Fallen Empires
So.... on galaxy 400 size gonna be optimal to have 2 FE, 6 normal empires and 4 maraduers (with other mod)?
Flemmi  [author] Jul 15 @ 9:56am 
if you only put in 2 fallen empires, you should have the maximum amount of shrouded regions, the handelbar galaxy also often results in 40%+ shrouded regions, the number of ai empires also reduces the size of the shrouded regions
holden Jul 15 @ 9:03am 
First time using this mod and I'm not sure if this would conflict with the crises/be impossible to implement as a setting but a way to have a long galactic crossing while also having a lot of shrouded regions/less FE would be nice!!!!!!!!
Flemmi  [author] Jul 14 @ 9:40am 
the additional hyperlane density only affects the areas around the galactic crossing. but glad you have fun :)
RNJisas Jul 14 @ 9:11am 
Bruh. I'm 5hrs too late to report the issue, didn't even read the last two comments *facepalm*.
RNJisas Jul 14 @ 9:05am 
tldr: Consider adding exception to not remove hyperlane to ruined EHOF System when Away on an Island Origin (gigas mod). Awesome mod, btw,

I'm playing this mod with Gigastructures and other mods with 0.5x hyperlanes and the Away on an Island Origin. Basically, it spawns you at the edge of the galaxy with a ruined EHOF neighbor.

In my last game, it's already mid-game when I got the jump drive tech. While I could jump to any other isolated system, I cannot jump to the EHOF system to advance the origin's premise. Might be a bug or what.

I know I could enable the Additional Hyperlane Density option (and on new games the hyperlane is there), but I doubt it guarantees the path from the starting system to the EHOF system.
Flemmi  [author] Jul 14 @ 7:56am 
@1mlst kirinas, you can test out various galaxy shapes, the handlebar galaxy usually has most, FE on one side when i try it. and yes, the precourser thing is unavoidable on our end
@Nanomachines Son! the crisis nation should spawn right around the midgame year, before the country deletion event
@MartianLeo along the galactic crossing should be 2 new wormholes called "shrouded hyperlane" those should lead to the crisis country.
@Endersaiyan You might need to manually destroy all traces of the country in that case, we didnt implemented a propper path when you whipe them out with a colossos
@Zangetsu, i guess so, but it is an easy fix, i already uploaded it, resubscribe and you can play normally.
Zangetsu Jul 14 @ 3:44am 
Does this mod just doesn't work with the gigastructures origin "Away on an island"? Because everytime i try it the isolated cluster that i spawn in doesn't have hyperlanes.
Endersaiyan Jul 13 @ 3:28pm 
Don't know if i missed something or if the SoR bugged out, but after cracking their presumed homeworld they seemed to become an unstoppable (in the way that they have no known systems but are still making the Doom Megastructure)
The Raiders are still appearing from seemingly nowhere, is my playthrough messed up or is there a feature i missed?
MartianLeo Jul 13 @ 2:59pm 
i got the crisis events but i dont know what to do after they end, i dont see any hostiles or anything
Small issue - if you set only 1 precursor you might not get it because first spawn can be in isolated system.
BroncoXeno2035 Jul 13 @ 1:04pm 
Does Galactic Crossing work with modded galaxy shapes?
It would be nice to have option for increasing shround region that not tie to reducing FE, because them are great resource of dark matter components (if you dont go genesis, ofc) and overall enemy in lategame.
Nanomachines Son! Jul 13 @ 8:40am 
Doesn't Rails only spawn once the first Empire vanishing event triggers? In this case, that very same event is causing the crash, so that fix wont work unfortunately. Maybe something with planet classes has something to do with this? One of the worlds is a Wet Gaia World and the other is an Arctic World. Hopeful that helps, but for now, I think I have to disable this mod to finish my campaign :/
Flemmi  [author] Jul 13 @ 3:20am 
@Lazy_ssol you can turn that off in the options menu under the menu point "unclaimable systems"
lazy_ssol Jul 13 @ 1:17am 
It's a shame that special star systems are disappearing because of dandelion_relay.
Flemmi  [author] Jul 12 @ 10:55pm 
for anyone who comes across that issue with ralis being a barren world, click on it and type into the console

planet_class pc_city

this should be enough to fix it in most cases.
Flemmi  [author] Jul 12 @ 10:48pm 
we are working on another mod that does change the GalCom significantly

Regarding the issues with planetary diversity, I have looked at PD and I couldnt find what is the cause of hte problerm.

to fix this
click on the planet ralis, and open the console type

event f93_ralis_crisis_event.0803

this should either give you the planet or give it to ralis, but it will be the right planet class afterwards. if it gives it to ralis, something else in your savefile didnt work. If the crisis war is over:
click on your own empire flag in the corner and type this into the console

effect save_event_target_as = f93_ralis_liberator event_target:f93_ralis_planet = { planet_event = { id = f93_ralis_crisis_event.0803 } }

if the crisis war is still ongoing, just invade ralis again.

the barren world thing is an oversight on my part, i dont know how it worked for me, it literally just broke the mod for a bit. sorry
DR.Checo Jul 12 @ 11:39am 
Question, does anyone know if galactic community mods clash with this one? (I've heard that the mod changes it so idk)
Tho, with other mod - darkenss fall - this one is became even more interesting, because you dont see galaxy at all.
I do not use mods that could change planet types, only vanilla setting on "Rare", so there mostly no planets in galaxy.
Nanomachines Son! Jul 12 @ 7:10am 
Just did a bit more testing, if I only enable both Shrouded Regions and Planetary Diversity, it will be a guaranteed error as outlined prior. If ONLY Planetary Diversity is running the game will run fine with no errors. Only Shrouded Regions will crash as it just causes to many things to be suddenly absent. Further, that planet, when in observation mode, will simultaneously show it is both inhabited and will also have the symbol next to it for uninhabited and collonizeable. There's clearly something that these two mods dont like.
ChewsWisely Jul 12 @ 6:59am 
I'm also using Planetary Diversity, so I think Nano might have it
ChewsWisely Jul 12 @ 6:57am 
I'm getting the same issue, where it's a completely barren planet with somehow 12000+ pops. I thought it was similar to Contingency hub planets, but even at 100% destruction nothing happens. Oh yeah ever since i defeated the starbase in Sanctuary of Ralis I've been repeatedly getting the "eliminated ralis" message. I cracked Ralis, and nothing happened, with Ralis still existing
Nanomachines Son! Jul 12 @ 6:55am 
I think there is a conflict between this mod and planetary diversity. I keep getting an error:

[09:31:53][trigger_impl.cpp:1193]: Script Error: Invalid context switch [orbit] from Vivisandia Prima [planet], file: common/decisions/pd_domed_base_decisions.txt line: 296, Scope:
type=planet
id=165
opener_id=4294967295
random={ 0 432551428 }
random_allowed=yes
from=
{
type=country
id=16777227
opener_id=4294967295
random={ 0 2324272906 }
random_allowed=yes

If I go to that planet and then just console command depopulate it it then I get the error:

[09:52:24][eventtarget.cpp:2994]: Undefined event target: f93_ralis_country, location: file: events/f93_ralis_crisis_events.txt line: 304

I think the Rails event is supposed to hit here, but for some reason it cant because planetary diversity. Not sure the solution for this
Flemmi  [author] Jul 12 @ 6:53am 
have you summoned the apocalyspe on these planets? I dont know how they could be on uninhabitable planets. i never seen that.
For me they dont have usual planets - those cannot be bombarded nor invaded due to "not habitable" stance.
thedaladas Jul 12 @ 2:40am 
thank you so much! I've reloaded it after I turned it into an invadable planet, and ralis has the proper event now. I'm going to try reloading near a save before I did that, if I can find that save
Flemmi  [author] Jul 12 @ 2:09am 
I wil ltry and find out what is causing this, it should be easy enough to fix. sorry that you have such trouble.
thedaladas Jul 12 @ 12:22am 
I tried the command that turns the planet into a habitable one, but it seems like the armies are stuck fighting nothing. I'm making a world cracker, so hopefuly that works
thedaladas Jul 12 @ 12:13am 
might have also something to do with me taking their main starbase earlier and when it was returned to them, it gave me a line saying my crisis engine was destroyed, even though I wasn't the crisis
thedaladas Jul 12 @ 12:06am 
the crisis worked out well this time, I was able to beat them back and bombard their planet (did have to set to the highest difficulty for a challenge, but it felt like a well made crisis) the only issue I have right now is that the "destruction of ralis" event keeps firing, then nothing happens, then the event fires again. is there some way to fix this in console or do I just temporarily stop bombarding them?
Flemmi  [author] Jul 11 @ 11:13pm 
I believe it is. It has been a while since i played NSCS, but unless it has become a galaxy map overhaul, it should work.
ThatOneTrap Jul 11 @ 5:46pm 
Is this mod compatible with NSCS
Valid Jul 11 @ 4:05pm 
Ralis is ridiculous I knew it was way too strong when even damn cheated ship designs from Ultimate Weaponry were losing ships here and there from them, so much for "midgame" when they're stronger than the main crisis itself.
Are midgame empire-crisis suppose to be That strong? It roll all empires at once (and ignore "sainth trio" :Rivals:), at 2230 already have lvl 5 threat of nemesis and just continue ravaging.
Flemmi  [author] Jul 11 @ 5:58am 
@Athena, the mod is compatible with gigas now

@cross, i dont think it was that but i can excude it fully. I dont know what crashed your game.
Cross Dimensional Joke Jul 10 @ 7:42pm 
Hey, it seems like the game crashes immediately when the Ralis war starts? The last line of my error.log is

```join_war_on_side: Country 'United Danjay League' [16777234] is already at war against war participant 'Sanctuary of Ralis' [67108938]: common/scripted_effects/00_scripted_effects.txt:4720 @ scripted effect declare_crisis_war_effect at file: common/resolutions/01_resolutions_nemesis.txt line: 140
```

Maybe it has something to do with nation that got deleted by the mid-game event? I was at war with the nation & their federation when that nation got deleted, and there's various errors involving the nation even a decade later.
Athena Jul 10 @ 4:43pm 
I can't wait for the gigas support, this is one of the best looking mods I've ever seen.
Dice2725 Jul 10 @ 12:52pm 
@Flemmi, thanks for the quick response! It would have soft locked me into watching their aeroplastic engine build up with no way to stop it.

Would you like screenshots/logs to see the bug for yourself? Idk if anyone’s reported this one yet. It is funny tho to see 5000 pops on a barren world just chilling