Stellaris

Stellaris

Leviathan Events Xtended - Legacy
 This topic has been pinned, so it's probably important
Spacemike  [developer] Dec 12, 2018 @ 8:40am
Bug Discussion
Due to the sheer amount of changes (especially ones in terms of coding), a lot of changes were made, and a handful of minor parts of been disabled for the time being that have to do with planets and their tile systems, but i have done some basic testing and i was fully able to complete all event chains (with invincibility and instant_build on to speed things up, but a big enough fleet should compensate for that, along with the weakness projects you should recieve). But i am still expecting that some bugs might persist, however, i do believe i have gotten the vast majority of the bugs that would require you to go back to a previous save out of the way. I will remove bugs from this list as i fix them, so feel free to post any new major bugs in this discussion below.

Current bug list:
- Arcadia and Vanth event chains have issues with their situation log counters, which tell you how many of a certain object you have destroyed out of the total. This also possibly doesn't give you the bonus you should receive for defeating those objects. Whether this works or not seems to be fairly random, so i am questioning if this is an issue with the mod, or some issue with the game itself.
Last edited by Spacemike; Mar 18, 2020 @ 5:24am
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Showing 1-15 of 88 comments
Doctrine Jan 2, 2019 @ 2:11pm 
The event systems aren't spawning for some reason. I can build the superweapon megastructures though.
Spacemike  [developer] Jan 3, 2019 @ 3:08am 
Originally posted by Doctrine:
The event systems aren't spawning for some reason. I can build the superweapon megastructures though.

do you have teir 3 or 4 sensors unlocked?

EDIT: the systems should start spawning about 10 years after you get the teir 3 sensors, and you should be guaranteed to have one of the systems spawn at that time, each of the 5 events has a 1/5 chance of spawning, so, with the way it works, 20%+20%+20%+20%+20%=100%
however, once that system spawns that 1/5 percentage that it takes up then does nothing, so about 5 years after the first system spawns you will have a 80% chance of having one of the systems spawn, then after a second system spawns, you will have a 60% chance of a third event system spawning, and this will go on until there are no systems left to spawn. so as long as one of the systems spawn, it should be working properly.

If it has been like 15 years after you have aquired tier 3 sensors (or you could just check next time you boot the game), you might want to check for an error that has to do with the bwm_lex_init event file, you can also try forcing the spawning system to start by typing "event bwm_lex_init.2" into the console, but that should be your last option and should be done if you are sure your game has glitched out.
(You should make sure you are running the latest version of the game though, as this doesn't work with pre-2.2 builds anymore)
Last edited by Spacemike; Jan 3, 2019 @ 5:08am
Doctrine Jan 3, 2019 @ 12:53pm 
Oh ok, I thought the systems were spawned at the beginning of the game like any old system. I'll try it again soon.
Spacemike  [developer] Jan 3, 2019 @ 10:57pm 
nope, doing that could be a bit bad in some cases, as a few of them do spawn some entities which can roam around the galaxy, this way does also make it so that, you still have the possibility to do all the events, but which ones you have access to are still random. (that's what i believe anyway, as this is just a fix of the original mod for the post-2.0 update version of stellaris)
Tovius Jan 19, 2019 @ 5:17am 
In the file bwm_ancestors.txt, there is a line set_deposit = d_alien_pets_deposit. You want to use add_deposit instead. set_deposit will clear all other planetary deposits, whichis obviously bad
Tovius Jan 20, 2019 @ 2:38pm 
Another Important thing I noticed: In 2.2.3, any_planet changed to any_system planet, so you will need to update that.
Spacemike  [developer] Jan 22, 2019 @ 2:20am 
Alrighty, i guess i missed a few set_deposits in the scripts file, they should all be changed to add_deposit now, as for the any_system_planet thing i fixed that as well, as in the game code most things have been changed over to use that instead (although there were still a few things using any_system), but that "condition" (as it is classified under) doesn't even exist in the modding page yet, so i guess that the modding wiki is a bit outdated.
Devito Mar 18, 2019 @ 10:22pm 
Since I upgraded the Gravekeeper, all of my fleets have an effect called "BWM_Artifact_Fleet_Snare" that has slowed jump time by 400%
Spacemike  [developer] Mar 18, 2019 @ 11:54pm 
The only time that effect is ever active is when you activate the artifact in Nihara, and it will only be given to ships that enter into the system, and it will only give it to those ships for 360 days, so if you haven't done anything in Nihara, then the only reason it would be applied to any ships is if you either used console commands to activate the events, or something is wrong with your game and you might need to verify it's file integrity.
[FuAll]WAXO Mar 27, 2019 @ 4:43pm 
Well for some reason whenever i try to enter Throne Watchers system all my science/construction/military ships get teleported to my capital system instantly after they finish jump in. Its second game that this happend to me . Any idea what might be causing that one ?
It almost looks to me like they get out of the map and get glitched back to my capital :D
Last edited by [FuAll]WAXO; Mar 27, 2019 @ 4:44pm
Spacemike  [developer] Mar 27, 2019 @ 8:41pm 
Originally posted by WAXO:
Well for some reason whenever i try to enter Throne Watchers system all my science/construction/military ships get teleported to my capital system instantly after they finish jump in. Its second game that this happend to me . Any idea what might be causing that one ?
It almost looks to me like they get out of the map and get glitched back to my capital :D

They are supposed to get teleported back, pretty sure an event pops up at least on the first time it happens letting you know that you need an advanced computer system installed on a ship (precog, sapient, etc.)
Thranos Apr 19, 2019 @ 8:33pm 
I smacked the last herald very hard with the combined might of all my fleets, it did the FTL jump and ran off.

It's been over a year since it did. It hasn't come back, and I can say that for sure due to my sentry array.

The Childen Of Dawn counter still has me at 5/6 Heralds Vanquished.

Any idea what might have gone wrong, or, failing that, the command to end the event properly as something seems to have not fired?
[FuAll]WAXO Apr 20, 2019 @ 6:43pm 
Originally posted by 『ZA WALLDO』:
I smacked the last herald very hard with the combined might of all my fleets, it did the FTL jump and ran off.

It's been over a year since it did. It hasn't come back, and I can say that for sure due to my sentry array.

The Childen Of Dawn counter still has me at 5/6 Heralds Vanquished.

Any idea what might have gone wrong, or, failing that, the command to end the event properly as something seems to have not fired?

Well they are out there somewhere. It would rly help if you build sentry array . Becaus it can happen multiple times that they jump out to a random location on map when they are about to get destroyed.
Last edited by [FuAll]WAXO; Apr 20, 2019 @ 6:44pm
Spacemike  [developer] Apr 20, 2019 @ 10:33pm 
Originally posted by 『ZA WALLDO』:
I smacked the last herald very hard with the combined might of all my fleets, it did the FTL jump and ran off.

It's been over a year since it did. It hasn't come back, and I can say that for sure due to my sentry array.

The Childen Of Dawn counter still has me at 5/6 Heralds Vanquished.

Any idea what might have gone wrong, or, failing that, the command to end the event properly as something seems to have not fired?

Hm... not to sure, if your Sentry array is fully upgraded and there are no locations that are hidden from your sight and you checked and there were no Heralds anywhere on the map, it might just be a bug with the counter, i have encountered that issue a few times where, the coding is the same for all 6 or whatnot, but stellaris itself might not register the counter update or fire the event properly, but if you've killed the main ancestor already there shouldn't be anything to worry about. I think you can also track where the POI is located, so if you try to track the herald and the location is in the center of the galaxy or doesn't exist, then the ship should be properly destroyed and something just didn't fire properly.
MckenzieLeon0 May 15, 2019 @ 7:07pm 
The game crashes whenever I open it with the mod on 🤔
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