Stellaris

Stellaris

Ancient Empire 2.0 [Stellaris 4.0]
 This topic has been pinned, so it's probably important
AetherGhost  [developer] Apr 26, 2021 @ 6:00am
Bug Report
Bug Report.
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Showing 1-15 of 122 comments
Diettinger Apr 26, 2021 @ 10:46am 
Just ran the mod and it threw off this errors about 100 times from the same file.
[13:40:58][persistent.cpp:35]: Error: "Unexpected token: scale, near line: 22
" in file: "interface/ag_subsystem_selector_ui.gui" near line: 22

I am just wondering what this line was supposed to do as it appears in my merged mods and I would like to try and fix it.
When patching in Irony Mod Manager I noticed that 'orbital_bombardment_effects' inside 'ag_planetary_bombardment_entities.asset' is incompatible with Gigastructural Engineering & More.
Just thought you might want to know.

Edit: For me, all I really needed to do was put all bombardment effects from both mods into one file and it should work. Since you both add new bombardment 'states' it should be that simple.
Last edited by Cross Dimensional Joke; Apr 27, 2021 @ 5:37pm
AetherGhost  [developer] May 1, 2021 @ 10:51pm 
@Diettinger These codes in ui file will not affect the actual game, I just lazy to delete them.
@Cross Dimensional Joke Yes, but I don't want empty particle effect(if someone didn't use Gigastructural Engineering & More) to be referenced in my entities, so I didn't copy those state from other mods into my bombardment entities.
Fuedrakia May 30, 2021 @ 5:43am 
Well, the latest Stellaris Patch borked this mod hard, for thanks to their patch any system with a primitive culture located inside cannot be fully surveyed, which means this mod will not function once the new system is created for you to survey.
Archadiaz Jun 1, 2021 @ 1:57am 
Hello, I don't know if is a bug or a problem with my mod order, but when I reload late game saves, they automatically crash and the last 30 errors to show up in the logs are :

[10:47:05][trigger_impl.cpp:20451]: Error in has_special_project trigger. Could not find project of type: ag_disable_ancient_shield_project_soc file: file: file: events/ag_research_events.txt line: 154 line: 1 line: 1
[10:47:05][trigger_impl.cpp:20451]: Error in has_special_project trigger. Could not find project of type: ag_repair_starfish_ship_project_eng file: file: file: events/ag_research_events.txt line: 154 line: 1 line: 1
[10:47:05][trigger_impl.cpp:20451]: Error in has_special_project trigger. Could not find project of type: ag_locate_ancient_system_project_phy file: file: file: events/ag_research_events.txt line: 154 line: 1 line: 1

Are these error crash worthy and if so, is anyone aware why they might be happened ?

I use the following mods in order :
Ariphaos unoficial patch
ZOFE + Origins, Secrets of the Fallen Emp, Automated Industries, Ambition of power, Societal Ascendence
Expanded Gestalts : Forgotten Queens
Gigastructural
Acot + Acot Secrets Beyond the Gate
advancedAscension
Ancient Empires 1.3
Acquisition of Technology
UI Overhaul Dynamic
! The Merger of Rules.

Thanks
Last edited by Archadiaz; Jun 1, 2021 @ 1:57am
AetherGhost  [developer] Jun 2, 2021 @ 10:13pm 
@Fuedrakia That is too bad.....
@Archadiaz These logs won't be the problem that crash your game, they appears in log simply because I'm lazy to create some placeholders for something never run in actual game. By the way, error.log usually won't record how you game crash, it is almost impossible to find out the crash reason in error.log...
GradientDissent Jun 10, 2021 @ 7:49am 
Hi there,

I am seeing the same issue reported by @Archadiaz: with this mod enabled, save games will eventually become unloadable (the game immediately crashes trying to load the save). I know the problem is specifically connected to this mod, because if I disable this mod but leave the rest of my mod list unchanged the problem does not occur. Also, the problem is definitely connected to the mod's events: by default, since the events do not fire until late game, the issue only affects late game saves as reported by @Archadiaz, but if I set the event firing option to "no limit" then the issue can affect saves as early as 2270, depending on the RNG of exactly when the first events fire.

The only mods that @Archadiaz and I have in common are: Ariphaos unofficial patch, Gigastrctures, ACOT + Secrets beyond the gates, UI overhaul, and Merger of rules. I wonder if the problem is a conflict with one of these mods (if so, I would guess Gigastructures or ACOT are the most likely culprits, since they are the biggest mods in this list)?
Seraphrim Jun 13, 2021 @ 11:23am 
Keep getting this error in my log(an similar ones).

[eventtarget.cpp:2011]: Undefined event target: ag_ancient_zeta_guardian_country, location: file: events/ag_zeta_area_events.txt line: 472

Causes an instant CTD. When I disable this mod I no longer get this error.
AetherGhost  [developer] Jun 14, 2021 @ 5:00am 
@GradientDissent This might cause by something like incompatible with other mod(s), but I not sure how game crash because I didn't crash when testing, I changed some code hopes to fix this, but I not sure this will work or not.
@Seraphrim Obviously, error.log failed to record how your game crash, the log you show here won't crash the game, it appears just because I lazy to write some exists triggers in old codes...
Kyllian Jun 16, 2021 @ 3:08am 
Underground Structures Dig site, phase 4, failed to spawn the next dig site, Research Facility. Any way i can spawn it via commands?
AetherGhost  [developer] Jun 16, 2021 @ 5:28am 
@Kyllian Probably I forgot to set country flag to allow player see archaeological site, try "effect set_country_flag = ag_precursor_databank_site_discovered", I'll fix it next time.
Kyllian Jun 17, 2021 @ 4:36am 
didn't work, neither the effect to create the digsite, having the planet selected.

Another bug, the starlight ship u gain control through a primitive digsite, has its name localization not set.

This one might be unrelated but, very frequently, while trying to save scum, game crashed to desktop, it happened when the 3 ships spawn on your empire and u have to kill them. i had to load a previous save, before building the research station and go through it without loading the game or it would crash. A couple of years later it happened again, but now i only have a recent manual save. Stupidily deleted all the previous ones...
Kyllian Jun 18, 2021 @ 5:43pm 
New game, and i can confirm, if i "effect set_country_flag = ag_precursor_databank_site_discovered", the dig spawns!

Btw, is there any chance of disabling the "Situation log updated" sound playing everytime the "Ancient Ship - Key of Twilight" arrives to a new system?? It's super annoying. Thanks
Last edited by Kyllian; Jun 18, 2021 @ 5:52pm
buch0802 Jun 21, 2021 @ 7:51am 
[17:38:32][eventtarget.cpp:2011]: Undefined event target: ag_ancient_beta_shielded_world, location: file: events/ag_beta_area_events.txt line: 306
[17:38:43][eventtarget.cpp:2011]: Undefined event target: ag_ancient_beta_shielded_world, location: file: events/ag_beta_area_events.txt line: 244
[17:38:43][eventtarget.cpp:2011]: Undefined event target: ag_lost_ancient_ship_owner, location: file: events/ag_side_events.txt line: 2389
Siran_C Jul 9, 2021 @ 5:51pm 
汇报一个bug,地下结构考古事件结束之后,在同星系刷不出研究设施考古站点,请问有办法解决吗
星系内除了有三个已经挖完的坟之外没有什么别的特殊的地方
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