Stellaris

Stellaris

Aggressive Crisis Engine
 This topic has been pinned, so it's probably important
OldEnt  [developer] 25 Oct, 2020 @ 7:19pm
Bug reports
Please put all bugs you encounter inside of this Discussion. Thank you :)
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Showing 1-15 of 39 comments
Doomwarrior 22 Nov, 2020 @ 10:51am 
Just played a round and the contingency took planets from the awakened fallen empires but the ownership was still awakened not contigency, while taking planets from normal empires was no issue.
Last edited by Doomwarrior; 22 Nov, 2020 @ 12:21pm
OldEnt  [developer] 22 Nov, 2020 @ 2:25pm 
This is a vanilla (unmodded) crisis bug (feature?) where planets are being treated as occupied rather than switching ownership like in total war. Nothing to do with ACEMOD. As long as purge is still happening (which it is) it does not matter.

There are several other bugs regarding planets attacked by crisis, all present in a vanilla game.

https://forum.paradoxplaza.com/forum/threads/stellaris-off-number-pops-purged-by-the-contingency-result-in-a-decolonized-world-not-a-contingency-world-2-8-1-dfce.1442655/#post-27105527

https://forum.paradoxplaza.com/forum/threads/stellaris-2-8-1-bombing-ilnfested-world-during-colonization-cause-world-to-stay-infested.1442782/

https://forum.paradoxplaza.com/forum/threads/stellaris-off-number-pops-purged-by-the-contingency-result-in-a-decolonized-world-not-a-contingency-world-2-8-1-dfce.1442655/#post-27105527

Seeing as Paradox is not planning to introduce anymore bugfixes until next year I might have to fix bugs for them (again).

See first if !!Ariphaos Unofficial Patch (2.8) fixes it for you?
Last edited by OldEnt; 22 Nov, 2020 @ 2:28pm
Colonizor48 16 Jan, 2021 @ 12:25pm 
This mod is causing an issue with the prethoryn scourge. Basicly it makes it so when they colonise a world it imediatly turns infected. And when bombarded while its still being colonised it just stops colonizing and it stays an infested world forever. I cant think of any other mods i have instaled that would do this. Also the world never becomes fully colonized in the first place.
OldEnt  [developer] 16 Jan, 2021 @ 1:01pm 
@Colonizor48
Paradox broke start_colony effect in 2.8 which made swarm infestation never finish. I have since included a fix which fires a custom event to finish that process. The timing might need twaking or more checks if planet was bombarded but at least it works. I will review the code nonetheless.

Update diary from 12 Dec, 2020
- Fixed Swarm never finishing infestation: Implemented a workaround to an issue with start_colony script effect which Paradox broke in 2.8, resulting in overflowing colonisation progress which made planet infestation by swarm stuck and never completed. Hotfix for ongoing saves is included.

Any planets with ongoing infestation process will be colonised after 5 years (event fires only once for performance reasons).

Use event acemod_fleet.508 console command to fix all planets in the galaxy with stuck colonisation manually.

New games will work fine.

Another night wasted on fixing something which was working fine just few weeks ago...


As for Irony, this is a very good question and the answer is sadly when you resolve conflicts you use the very same overwrite method which breaks modifiers. The only solution is to merge conflicts in that file, then delete all files in country_types folder the patch modm paste merged conflict resolved file, and rename it to 00_country_types.txt. I have reported the issue to Paradox so hopefully it will be fixed in 2.9 as it affects many mods and Irony itself.
Colonizor48 16 Jan, 2021 @ 7:43pm 
Yeah paradox should really release a hotfix for that insteald of waiting for 2.9.
Mial42 18 Feb, 2021 @ 4:05pm 
I'm not sure if this is a bug with ACEMOD or Vanilla or due to some other mod interaction (also running Starnet and Ariphaos Unofficial Patch among other things), but I saw some strange Crisis behavior last game (using the built in Crisis manager to spawn all three Crises):

First, after seemingly wiping out the Scourge (no territory and no fleets visible via sentry array, they stayed in the contacts and situation log for about a decade. In this time, new constructors and colony ships (about 3-5 at a time I believe) would just pop into existence randomly, at seemingly random points on the map, before being engaged by a fleet or starbase and either disappearing (retreating maybe?) or being destroyed. Eventually, after one of these stacks was destroyed by an AI fleet, the scourge was officially destroyed (but this was a decade after their last consistently visible presence on the map).



The second issue is somewhat similar; at random intervals (sometimes three, one right after the other, sometimes years between fleets), an Unbidden fleet would pop in to existence at Feggor, a star system on the other side of the galaxy from their base.


Given the semi-random time nature of both of these bugs, they might have something to do with the reinforcement cycles, but that's just speculation on my part.

I posted pictures with a slightly more detailed explanation on the forums; I can post a save on the forums if you want, but I don't know if the bugs would transfer (since I'm using other mods, and I'm not sure if this bug crosses saves anyways).
OldEnt  [developer] 18 Feb, 2021 @ 6:54pm 
Thanks for this. I would need a save or even multiple saves you find relevant, you could drop them on forums. I also need a *full* list of mods (right click on a Irony collection > Copy collection to clipboard). Even seemingly innocent mod can change how the game or other mods work.

Unlike other mods touching crisis, ACE does not change vanilla events, this includes crisis events. It only fires initial crisis spawn events if you use manager but that's it.

In order to defeat swarm you have to bring down count of swarm-owned ships to below 2 AND make sure Prethoryn do not own or occupy any planet. If these conditions are not met Swarm won't be defeated it will keep getting reinforcements.

I have encountered Unbidden fleet popping into existence once in my game, I suspect game engine executes jump drive on unbidden fleets, even when I explicitly switch vanilla AI off. ACE does not have military fleet reinforcement mechanics, only additional constructors option. To date I was unable to reproduce this so a save would be appreciated.
Ligraph 25 Feb, 2021 @ 12:42pm 
Less of a bug than behavior issues, but the Unbidden always seem to overextend massively, and then get their anchors wiped out before they can build more. Plus the new fleet spawns keep whelping into my 4x fleet power fleet.
Fiiral  [developer] 25 Feb, 2021 @ 12:49pm 
@Ligraph That last one is vanilla behaviour the way you descripe it. We will look into the other two.
OldEnt  [developer] 25 Feb, 2021 @ 1:41pm 
Yes, that one is just normal game mechanics. If your weapon, defenses, and ship hull composition of a fleet is suboptimal you will lose engagement. Fleet power is just a rough estimate of a fleet performance on paper, it does not reflect how it will fare against specific enemy.

Crisis will despatch a fleet if its territory is actively attacked. Losing one minor outpost matters little compared to purging a world. Attacking fleets will always be many hyperlanes ahead of constructors as ACE military fleets do not twiddle waiting for them, military fleets will always purge.

The real question is, did you manage to kill the portal with underpowered fleets at your disposal? Because if no then everything works as intended.

If you provide a save I will look at it, I need the save file and a mod list.
Irony Mod Manager > right click on collection window > copy to clipboard. If you are not using Irony then just a short list of the most game-changing mods is needed, as long as I can load the save.
Seal 9 Mar, 2021 @ 11:35pm 
I cannot get your mod to work, it worked once when I started a game and stopped working since then last week. 3/2/21 - I even put it in its own playlist as the only mod running disabling all others and it doesnt seem to show up.
I have put it on the bottom of the load order of the playlist I use with other mods and it doesnt seem to show up either.
I have subscribed and unsubscribed from it but it doesnt seem to solve the issue.

Would you have any idea how to reset this so it shows up again?

It was in the edicts when it was working, but it not longer seems to work. I do see it as 2268189539 in the /workshop/content/281990 folder
OldEnt  [developer] 10 Mar, 2021 @ 12:38am 
ACE has no edicts menu, it shows menu on game start and when prompted by menu mods like Mod Menu mod.

Start New game, if popup with menu shows up it works.

Alternatively, open console and execute the code:
event acemod_menu.1

If the menu shows up it works.

If the menu does not show up you have to fix your installation.

Quit Steam, go to Documents/Paradox Interactive/Stellaris/mod/ and delete 2268189539.mod file (might have ugc_ in front, can't remember). Also delete mod workshop folder as you did before. Restart Steam, unsubscribe, subscribe. If it doesn't download unsubscribe, restart Steam, subscribe.
Bobibobibu 29 May, 2021 @ 9:34am 
There seems to be a crash when Abberrant spawn (unsure). I'm not sure if this is related to ACE, but the crash log looks like this:

[00:18:12][trigger.cpp:416]: Script Error, Checking trigger against an unsupported scope!
Event: crisis.1321
Location: file: common/ship_sizes/00_ship_sizes.txt line: 69
Trigger Type: has_country_flag
Scope:type=country
id=4294967295
random={ 0 3991148998 }
[00:18:12][trigger.cpp:416]: Script Error, Checking trigger against an unsupported scope!
Event: crisis.1321
Location: file: common/section_templates/corvette.txt line: 91
Trigger Type: has_technology
Scope:type=country
id=4294967295
random={ 0 275040818 }

that repeat many times but different line numbers and locations.
I also have Starnet AI installed and put before ACE.
Last edited by Bobibobibu; 29 May, 2021 @ 11:01am
OldEnt  [developer] 29 May, 2021 @ 9:43am 
@Bobibobibu: crisis.1321 relates to Extradimensional faction building a new starbase after previous one in the system was destroyed, acemod does not touch that. This is a vanilla event, ACE does not overwrite vanilla events.

Error.log is no indicator of what caused a crash, it provides zero information on that.

Unless you explicitly set Aberrant spawn in ACE Crisis Manager ACE does not touch Aberrant spawning.
The construction ships seem to have trouble with Wild Space. They get stuck moving back and forth between 2 Wild Space systems, slowing expansion, eventually stopping expansion completely when all construction ships get stuck in a loop like that. It would be great if ACE had built-in support for Wild Space, since both are amazing mods!

Note: non-construction fleets seem to handle the Wild Space just fine.
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