Stellaris

Stellaris

Extra Fallen Empires
 This topic has been pinned, so it's probably important
Daniel  [developer] Jul 25, 2019 @ 7:54am
Bug Reports
Please post bug reports, with as much detail as possible, screenshots are also a bonus if applicable.
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Showing 1-15 of 29 comments
korkk Apr 18, 2020 @ 6:00am 
there a bug with the game settings where the crisis strength will not go beyond 5x and it seems to caused by ether this mod or your other mod Higher Fallen Empire Limit
Daniel  [developer] Apr 18, 2020 @ 6:08am 
I'll take a look at it, thanks for posting the issue.
Daniel  [developer] Apr 18, 2020 @ 6:10am 
Yeah, ive found the problem, patching now
Daniel  [developer] Apr 18, 2020 @ 6:12am 
Should be fixed now
SargR Mar 29, 2021 @ 11:59am 
the habitats(looks mammalian) the authoritarian fallen empire uses seems to have rendering problems, as its pitch black until viewed from a further angled distance
Dukkokun Apr 18, 2021 @ 7:00am 
Hi Daniel, noticed this bug in CWTools: Error at line: 7 column: 2 file: common\on_actions\EFE_on_actions.txt.
Please report this error to the author of the mod: Extra Fallen Empires.

Error message says:

Error in common\on_actions\EFE_on_actions.txt: Ln: 7 Col: 9 (UTF16-Col: 2)
}
^
Note: The column count assumes a tab stop distance of 8 chars.
Expecting: value

I think you forgot a = next to the event name :)
Daniel  [developer] Apr 18, 2021 @ 7:49am 
Originally posted by Dukkokun:
Hi Daniel, noticed this bug in CWTools: Error at line: 7 column: 2 file: common\on_actions\EFE_on_actions.txt.
Please report this error to the author of the mod: Extra Fallen Empires.

Error message says:

Error in common\on_actions\EFE_on_actions.txt: Ln: 7 Col: 9 (UTF16-Col: 2)
}
^
Note: The column count assumes a tab stop distance of 8 chars.
Expecting: value

I think you forgot a = next to the event name :)
Ah thanks was a typo
Dukkokun Apr 19, 2021 @ 4:39pm 
I also noticed that the Ameba that spawn in the Xenophilic FE trigger a neverending loop in the First Contact event.
Plus, is it normal that some FE added by this mod spawn with only one system?
Iris May 8, 2022 @ 6:57am 
for some reason every time i load a new game it makes the pacifist FE as the blaceholder " neutrals" government type, gives them no civics and gives them no name .
Iris May 8, 2022 @ 7:06am 
also another one i just remembered as i just noticed it . while checking stuff. sometimes a FE spawns in a greate wound style system called " Power" and with a planet called "destiny" and again just like the pacifists they have the "dispicable neutrals government and no civics or ethics "
Daniel  [developer] May 8, 2022 @ 7:24am 
Originally posted by darkgames61:
for some reason every time i load a new game it makes the pacifist FE as the blaceholder " neutrals" government type, gives them no civics and gives them no name .


Originally posted by darkgames61:
also another one i just remembered as i just noticed it . while checking stuff. sometimes a FE spawns in a greate wound style system called " Power" and with a planet called "destiny" and again just like the pacifists they have the "dispicable neutrals government and no civics or ethics "

I can't seem to reproduce, are you running the latest version of Stellaris?

Are you running any other mods which might affect Fallen Empires?
Last edited by Daniel; May 8, 2022 @ 7:25am
Iris May 9, 2022 @ 4:58am 
i did and just rn turned your mod together with the one which increases the limit also made by you and it seemed to fix the ""dispicable neutrals" bug but some now fallen empires spawn with one system . for example the FE from the " power" grate wound system are now the materialist ones . while there is already a materialist one , same thing with spiritualists but their system is just a generic one .also the Xenophile one spawned as a one system minor too but unlike the materialist and spiritual FE's the xenophiles dont have a full Fe equivalent while the Pacifist Fe didnt spawn. might be so when you have too many FE's game jsut creates one system ones as it doesnt know what to do? but in that case the pacifsts should spawn. idk i explained as best as i can if that is insefficient im happy to help with any way you need
Iris May 9, 2022 @ 4:59am 
Originally posted by darkgames61:
i did and just rn turned your mod together with the one which increases the limit also made by you and it seemed to fix the ""dispicable neutrals" bug but some now fallen empires spawn with one system . for example the FE from the " power" grate wound system are now the materialist ones . while there is already a materialist one , same thing with spiritualists but their system is just a generic one .also the Xenophile one spawned as a one system minor too but unlike the materialist and spiritual FE's the xenophiles dont have a full Fe equivalent while the Pacifist Fe didnt spawn. might be so when you have too many FE's game jsut creates one system ones as it doesnt know what to do? but in that case the pacifsts should spawn. idk i explained as best as i can if that is insefficient im happy to help with any way you need

forgot to mention i turned them on by them own
Daniel  [developer] May 9, 2022 @ 6:08am 
Originally posted by darkgames61:
i did and just rn turned your mod together with the one which increases the limit also made by you and it seemed to fix the ""dispicable neutrals" bug but some now fallen empires spawn with one system . for example the FE from the " power" grate wound system are now the materialist ones . while there is already a materialist one , same thing with spiritualists but their system is just a generic one .also the Xenophile one spawned as a one system minor too but unlike the materialist and spiritual FE's the xenophiles dont have a full Fe equivalent while the Pacifist Fe didnt spawn. might be so when you have too many FE's game jsut creates one system ones as it doesnt know what to do? but in that case the pacifsts should spawn. idk i explained as best as i can if that is insefficient im happy to help with any way you need

Some of the new FE only have one system, others have more.

I've tried just running the mods you say and i can't reproduce.

Could you go to:

C:\Users\[username]\Documents\Paradox Interactive\Stellaris\logs

and paste the contents of error.log here
Last edited by Daniel; May 10, 2022 @ 2:38am
Iris May 9, 2022 @ 1:21pm 
Originally posted by Daniel:
Originally posted by darkgames61:
i did and just rn turned your mod together with the one which increases the limit also made by you and it seemed to fix the ""dispicable neutrals" bug but some now fallen empires spawn with one system . for example the FE from the " power" grate wound system are now the materialist ones . while there is already a materialist one , same thing with spiritualists but their system is just a generic one .also the Xenophile one spawned as a one system minor too but unlike the materialist and spiritual FE's the xenophiles dont have a full Fe equivalent while the Pacifist Fe didnt spawn. might be so when you have too many FE's game jsut creates one system ones as it doesnt know what to do? but in that case the pacifsts should spawn. idk i explained as best as i can if that is insefficient im happy to help with any way you need

Some of the new FE only have one system, other s have more.

I've tried just running the mods you say and i can't reproduce.

Could you go to:

C:\Users\[username]\Documents\Paradox Interactive\Stellaris\logs

and paste the contents of error.log here


"
[22:11:03][dlc.cpp:344]: Invalid supported_version in file: mod/ugc_946222466.mod line: 6
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_democratic already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 25
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_oligarchic already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 57
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_dictatorial already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 91
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_imperial already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 122
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_hive_mind already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 152
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_machine_intelligence already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 195
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_ancient_machine_intelligence already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 247
[22:13:45][game_singleobjectdatabase.h:147]: Object with key: auth_corporate already exists, using the one at file: common/governments/authorities/00_authorities.txt line: 259
[22:13:48][building_type.cpp:635]: Building building_extra_fallen_empires_ancient_control_center_awakened is missing texture gfx/interface/icons/buildings/building_extra_fallen_empires_ancient_control_center_awakened.dds
[22:13:48][building_type.cpp:646]: Building building_extra_fallen_empires_ancient_control_center_awakened Upgrades Into Inexistent Building: extra_fallen_empires_building_ancient_control_center_awakened_captial
[22:13:48][building_type.cpp:635]: Building building_extra_fallen_empires_ancient_control_center_awakened_captial is missing texture gfx/interface/icons/buildings/building_extra_fallen_empires_ancient_control_center_awakened_captial.dds
[22:13:52][modifier.cpp:1069]: mod_country_base_consumer_goods_produces_add modifier is used but not localized!
[22:16:05][galaxy_generator.cpp:2837]: Could not find initializer "" for fallen empire "EFE_pacifist_fallen_empire_4"
"
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