Stellaris

Stellaris

The Great Khan Expanded [3.14.☠]
YberDC Nov 9, 2022 @ 2:14am
Bug report
Hey. So:

Hard crash: like I described, it happened at a specific date (reloading the save far back enough made the crash happen at a different date, but still happened reliably. eg crashing on 07/09/2390 reliably and then crashing on 10/11/2390 reliably instead. Since removing the mod made my game stop crashing and both marauder factions are dead, the only possibilities are the relic event or an event I don't know about with succesor factions.

Marauder faction completely broken: I had 2 marauder factions in my save. 1 awakened and worked well. The other one stopped working as if its AI had been disabled AFTER the 1st marauder faction awakened. They dissapeared from the contact menu, "closed borders" to me and could not be interacted with in any way. They had no leaders either. The way to get rid of them was to use console commands to play as them and delete their starbases so I could go kill their ships. The faction stopped doing any kind of events/raiding as well.

These were my mods:
{"name":"Zenith","mods":[{"displayName":"UI Overhaul Dynamic","enabled":true,"position":0,"steamId":"1623423360"},{"displayName":"The Zenith of Fallen Empires: Veteran Difficulty","enabled":true,"position":1,"steamId":"2478570992"},{"displayName":"The Zenith of Fallen Empires: Secrets of the Fallen Empires","enabled":true,"position":2,"steamId":"2087871245"},{"displayName":"The Zenith of Fallen Empires: Origins","enabled":true,"position":3,"steamId":"2492454618"},{"displayName":"The Zenith of Fallen Empires: Hard Difficulty","enabled":false,"position":4,"steamId":"2687933826"},{"displayName":"The Zenith of Fallen Empires: Engineering Perfection","enabled":true,"position":5,"steamId":"2499124566"},{"displayName":"The Zenith of Fallen Empires: Automated Industries","enabled":true,"position":6,"steamId":"2062797756"},{"displayName":"The Zenith of Fallen Empires: ASB Patch","enabled":true,"position":7,"steamId":"2499363733"},{"displayName":"The Zenith of Fallen Empires 3.0","enabled":true,"position":8,"steamId":"2044599287"},{"displayName":"The Great Khan Expanded [3.5.☠]","enabled":false,"position":9,"steamId":"2508704523"},{"displayName":"Real Space 3.8","enabled":true,"position":10,"steamId":"937289339"},{"displayName":"Dynamic Mod Menu [3.5.*]","enabled":true,"position":11,"steamId":"2458024521"},{"displayName":"Amazing Space Battles","enabled":true,"position":12,"steamId":"1878473679"},{"displayName":"Aggressive Crisis Engine","enabled":true,"position":13,"steamId":"2268189539"},{"displayName":"A Deadly Tempest [3.5.☠]","enabled":true,"position":14,"steamId":"2028826064"},{"displayName":"!!!Universal Resource Patch [2.4+]","enabled":true,"position":15,"steamId":"1595876588"}]}
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Showing 1-15 of 16 comments
thegrumpybuddha Mar 12, 2023 @ 7:47am 
Hard screen freeze when I decided to become the Great Khan. Main mods are Evolved, Giga, and StarTech.
The Ninth Buddha Mar 22, 2023 @ 8:11am 
This mod does not work with stargazers civic (maybe its variants too). If you enable this mod (alone or with others) and start a NEW game as stargazers you have no civillian ships and are unable to craft new ones. Steps to reproduce: Make a playset with only this mod. Select Stargazers civic and play
HGFSS Mar 25, 2023 @ 12:58pm 
Originally posted by The Ninth Buddha:
This mod does not work with stargazers civic (maybe its variants too). If you enable this mod (alone or with others) and start a NEW game as stargazers you have no civillian ships and are unable to craft new ones. Steps to reproduce: Make a playset with only this mod. Select Stargazers civic and play
the same
Alkarath_38_49 Mar 27, 2023 @ 6:49am 
The mod works, but sometimes it generates space stations that constantly regenerate, no matter how many times you destroy them they always come back after 1 day, fully recovered.
Luminara Mar 28, 2023 @ 3:32pm 
There is a problem with Stellaris 3.7.3 and the Eager Explorer civic. If i select the Eager Explorer civic i won't get the starting ships and i am also unable to build them or science-and construction ships in general, the ship designs are missing. It is also not possible anymore to create science-and construction ship designs, the option in the list is just gone therefore it is literally unplayable xD

I tested this with Stellaris version 3.7.3 and with ONLY this mod active. THIS ALSO happens with your other mod, "Realistic Pirates [3.7.☠]" - the exact same bug/problem. (also tested alone and I also tested both mods together, doesn't matter, still unable to get any science-and construction ships)

Ps: Your Deadly Tempest and both Crisis Manager mods do NOT cause this issue ;)
FirePrince  [developer] Apr 6, 2023 @ 10:22pm 
PS: Should be all fixed since 29. Mar.
cannonInspector Sep 23, 2023 @ 12:26pm 
Had an issue in a MP game where my friend and I were being repeatedly prompted with the event where the Great Khan is integrating his subjects and you can choose to rebel.

After a couple of rounds of saying "no" to this prompt, we were confronted with one that only had the "Now is the time." choice. When selecting this, we were thrown into a war with the Khan (fine) but the war unexpectedly ended only a few days later, and we went back to being subjects of the Khan.

This cycle repeated until we decided to scrap our game.
Last edited by cannonInspector; Sep 23, 2023 @ 12:30pm
Aphyxia Jun 8, 2024 @ 10:02am 
Player titans get access to the copies of
SHIP_AURA_TARGETING_GRID_1
SHIP_AURA_NANOBOT_CLOUD_1
SHIP_AURA_INSPIRING_PRESENCE_1
https://imgur.com/a/8mOECfg

I'm guessing this shouldn't be the case? They are just copies/old versions of the official ones.
MightyShark Dec 1, 2024 @ 9:53pm 
Are these malformed token errors (3 of them in the /!00_marauder_events_override.txt file ) false negatives ??

Error: "Malformed token: event_target:third_marauder_system.marauder_distance_2, near line: 1
" in file: "script value marauder_distance at file: events/!00_marauder_events_override.txt line: 9584" near line: 1

Error: "Malformed token: event_target:third_marauder_system.marauder_distance_1, near line: 1
" in file: "script value marauder_distance at file: events/!00_marauder_events_override.txt line: 9583" near line: 1

Error: "Malformed token: event_target:second_marauder_system.marauder_distance_1, near line: 1
" in file: "script value marauder_distance at file: events/!00_marauder_events_override.txt line: 9448" near line: 1
hope the duplicate aura's can be fixed, just been bugging me since.
Tquilarius Dec 21, 2024 @ 4:33pm 
starbase cant get destroyed and khan fleets stack onto it.
Maty83 Feb 2 @ 8:49am 
I really like this mod, but it seems the Khan's victory (Conquering most of the galaxy) event triggers way too soon, which sends the game into a death spiral. I'm unsure of what is causing it, but it seems to be a time issue with the khan alive for around 3 years before it pops up. Any chance you could point me to the "most of the galaxy conquered" trigger so I can investigate alone?
FirePrince  [developer] Feb 5 @ 1:15am 
@Maty83: THX, should be fixed now - see in the log from today for changes.
I have run into a problem, when the First Khan spawned and took over I offered it a different deal. Building its Ships for it basically. Remained indepdenent. Couple of years, another Marauder faction became "The True Khan" And the first Khan faction Disappeared. But now I can't join them because im no Longer independent.
FirePrince  [developer] Apr 5 @ 5:17am 
Fix is up, thanks for report!
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