Stellaris
Aggressive Crisis Engine
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OldEnt  [developer] 25 out. 2020 às 19:19
Bug reports
Please put all bugs you encounter inside of this Discussion. Thank you :)
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Oatmeal Problem 2 ago. 2021 às 15:43 
I'm starting to dip my toes into modding, and I think I found a fix for the Wild Space issue. Just needed to add a is_star_class = sc_dn check to event for finding a system to build a starbase in. Should I send a PR on github?
OldEnt  [developer] 2 ago. 2021 às 15:51 
mscottmoore: Right, AFAIK it is impossible to have a starbase in Wild Space systems. Fortunately ACE has means to control all aspects of fleet behaviour.

Select any star, planet, fleet etc within wild space system and execute the following console command (you can copy and paste):

effect solar_system = { set_star_flag = acemod_star_flag_solar_system_constructor_target set_star_flag = acemod_star_flag_starbase_construction_system }

This will tell ACE to never bother with sending constructors and trying to build a starbase there.

I have no way to tell which systems are from wild Space. I had a look and saw that wild_space_system star (solar_system) flag exists so you could try execute the following:

effect every_system = { limit = { has_star_flag = wild_space_system } set_star_flag = acemod_star_flag_solar_system_constructor_target set_star_flag = acemod_star_flag_starbase_construction_system }

I am unsure if those are all systems though, or if they allow or not starbases.

Ideally Wild Space author would set up the following star flags flags on all Wild Space systems which should not be claimed:
acemod_star_flag_solar_system_constructor_target
acemod_star_flag_starbase_construction_system
This way I don't have to guess and the solution would remain compatible for eternity.
Última alteração por OldEnt; 2 ago. 2021 às 15:53
Oatmeal Problem 2 ago. 2021 às 16:13 
Thanks for the reply and the extra info, I'll reach out the Wild Space author and see if they can implement a fix on their end.

From what I can tell reading through the scripts, those flags are used by ACE to designate systems that are already targets for building or actively being built. IMO seems have a bit of a code smell to use that same flag for another mod to tell ACE that a starbase should never be built there. Would you be willing to add a flag specifically for this purpose? Something like acemod_star_flag_invalid_construction_target for Wild Space (and potentially other mods) to use?
OldEnt  [developer] 2 ago. 2021 às 16:13 
mscottmoore:
Try then:

effect every_system = { limit = { is_star_class = sc_dn } set_star_flag = acemod_star_flag_solar_system_constructor_target set_star_flag = acemod_star_flag_starbase_construction_system }

I would still prefer if compatibility was added on Wild Space side as I'd prefer avoiding adding excess trigger to fleet logic to save a little bit on AI script performance.
Oatmeal Problem 2 ago. 2021 às 16:20 
OK, fair enough. Performance is definitely very important for a mod controlling the entire crisis AI, and that should work fine assuming those flags will never be cleared. I'll reach out to Wild Space
OldEnt  [developer] 2 ago. 2021 às 16:24 
mscottmoore: The only function of these flags is to prohibit constructors from moving there, constructors don't even have dynamic flag equivalents like military fleets do to indicate which fleet is going there. While I should have probably made a separate one like I did for other fleet types they are fine to use as a block. acemod_star_flag_starbase_construction_system is literally ignore flag set up when starbase is being built, and the other one when constructor is moving there. If 3.1 allows modders to issue real construction commands acemod_star_flag_starbase_construction_system will be of no use to me other than for other mods to use.

ACE does not manually remove those flags, I make those specifically timed.

I appreciate the help.
Última alteração por OldEnt; 2 ago. 2021 às 16:26
Turk 17 out. 2021 às 21:29 
Your optional buffs for the crisis in the latest update have somehow slipped into the ship designer. Each buff tier is named PLACEHOLDER in the utility slot and can be placed on normal ships for free.
OldEnt  [developer] 18 out. 2021 às 1:16 
Originalmente postado por Turk:
Your optional buffs for the crisis in the latest update have somehow slipped into the ship designer. Each buff tier is named PLACEHOLDER in the utility slot and can be placed on normal ships for free.
Whoopsie.

Hotfix:
- Fixed crisis utility buff ship components being visible in ship designer. This won't remove them from saved designs so make sure to not tell your friends if you are playing multiplayer.

Thank you for prompt report!
Última alteração por OldEnt; 18 out. 2021 às 1:16
Hi OldEnt thanks for the mod, been using it for ages and coming back now after a few months, I may have encountered an issue or UI problem.

I seem not to be able to activate Technology, Enemy Unknown, army strenght and engineering of the relics in the mod menu. I click and it stays on inactive. Other options I can change to active.

Load order ACE is dead last in Irony Mod Manager, UI Overhaul Dynamic is installed, other mod that modifies UI is ACG which according to mod author should be compatible with ACE.

Maybe I am missing something, any hint would be appreciated!
OldEnt  [developer] 27 jan. 2022 às 3:56 
A Trained Monkey: Having ACG disables features you mentioned as ACG author said they affect ACG balance. Fear not, if you want you can still enable those features. Go to ACE advanced options and disable "additional compatibility with ACG". All it does it allows you to select these features again, nothing more.

Thanks for playing. :)
Thanks for the super fast reply :)
I was checking the options before and is seems like it is not there, tried also to put ACE before ACG just in case and on a fresh start but still no option unfortunately.

I removed all mods except ACE and ACG just in case it was some weird compatibility issues but still nothing.

https://steamcommunity.com/sharedfiles/filedetails/?id=2733174964

It is not such a big deal, I know it must be a pain in the ass to keep cross compatibility with so many mods in Stellaris, I can play this next game without those options :)
Última alteração por A Trained Monkey[IND]; 27 jan. 2022 às 6:16
OldEnt  [developer] 27 jan. 2022 às 6:44 
Try: Crisis Manager - Advanced Options as seen here https://youtu.be/uHD1VU9GMhA You can change those during the game.
Última alteração por OldEnt; 27 jan. 2022 às 6:44
Yep, as per screenshot I just see 3 options, but no ACG option, but as said no big deal, it is fine like that
OldEnt  [developer] 27 jan. 2022 às 7:56 
I don't mean ACE menu - Advanced Options.
ACE menu - > Crisis Manager - > Advanced Options
Ok, now I feel dumb, thank you, found it :)
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