Stellaris

Stellaris

~~Ariphaos Unofficial Patch (4.0)
Night Jun 5, 2024 @ 12:30pm
Three vanilla bugs in version 3.12.4
Now there are 3 unpleasant bugs in the latest version of the game.
1) Impossible to build the full limit of the arc furnace and the dyson swarm. The value will always be 1 less. The problem is in the files:
17_orbital_arc_furnace.txt - line 127, code: value < value:arc_furnace_limit ---> value <= value:arc_furnace_limit
18_dyson_swarm.txt. - line 139, code: value < value:dyson_swarm_limit ---> value <= value:dyson_swarm_limit

2) When dismantling megastructures, they do not provide resources. The problem is the incorrect optional modifier from the civic "Scavengers". In the megastructure files where this modifier is used for calculation, it is necessary to change:
mult = modifier:megastructure_dismantle_refund_mult ---> mult = value:scripted_modifier_mult|MODIFIER|megastructure_dismantle_refund_mult|

In vanilla, if there is no civic, they give 0 resources, and if there is, then 10% of the base cost, and not "nominal + 10%".

3) The modifiers from the civic "Tactical Algorithms" do not work . It seems that there is an erroneous check in the script for calculating additional values to get them. I'm not completely sure how this code should work correctly, but after commenting # out the line is_country_type = default, the modifier began to be correctly added to my ships when I create a mercenary fleet. Most likely, the verification logic itself needs to be revised, I don't think that commenting # on just one line fixed everything "as it should", most likely just removed the most critical problem for the modifier to work.
File 04_script_values_machine_age.txt and line 262.
In your mod, it is fixed to "is_playable = yes", but obviously this does not solve the problem.
Last edited by Night; Jun 5, 2024 @ 12:33pm
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Ariphaos  [developer] Jun 5, 2024 @ 10:45pm 
Watch me fix #1 only for Paradox to fix the order of events and then suddenly I'm the one with the bug again.


For 3, my reading is it isn't supposed to count mercenary enclaves unless they are hired out?

Thank you though.
Night Jun 6, 2024 @ 12:29am 
You can transfer the commander and this should also add modifiers, but this does not happen.
Screen[i.imgur.com]

P.S. Even in the original vanilla version of the code, even if I hire a fleet of mercenaries, modifiers are not given. I just checked to make sure of the assumption.
Last edited by Night; Jun 6, 2024 @ 12:35am
Ariphaos  [developer] Jun 6, 2024 @ 4:54pm 
It only counts foreign countries (that you have contact with). If you hire the merc you won't get it.
Night Jun 7, 2024 @ 8:35am 
Yes, initially I assumed that it only works if you transfer your commander to another ruler, but after checking this, I also did not see the addition of modifiers. Which is strange, checking yesterday (previous post) - I definitely did not see any modifiers, although I played without mods, even interface ones. The pure vanilla version. But everything is fine today. It's very strange. However, yesterday I recreated the race template (just after checking) and started a new game.

Today I checked the availability of modifiers on a new template, without mods. Perhaps this is the reason.

Anyway, thanks for discussing this problem (which turned out to be not such a problem:steamfacepalm:). If in the future the modifiers will always work for the transfer of the commander, I will close this issue for myself.
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