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@wairui glad you fixed it! I'll look into that mod but not sure why that'd happen. I only overwrite the hyper relay megastructure
Upon double-checking my mods, there is one mod called "Bypass Adjustments" It changes behaviours of wormholes, gateways, and L-gates. On a whim, I switched the two in the load order (Smarter Hyper Relays came after the above) and Stellaris loaded fine. Since the Bypass Adjustments mod appears not to do anything with Hyper-relays... would the other types of movement short-cuts interact with hyper-relays?
Thanks for all the updates.
You can grab the previous version on github here: https://github.com/oatmealproblem/michael-makes-stellaris-mods/tree/1796e8522edb0075a57aae0fca49042049b7c79e
Click the green "Code" button then "Download ZIP" (and google how to manually install Stellaris mods)
Glad to hear your save is working
and it did not crash after restarting the game anyway
1. That line that generated the error is actually vanilla code. (Due to how overwriting works, it appears in my file.) I'll try to investigate a bit and pass on a bug report to the devs.
2. 99+% of the time, the error log is unrelated to the cause of the crash. The error log generally only shows errors that the game "recovered" from. To diagnose a crash, you need a save just before the crash, then try disabling mods (or parts of mods) until you find the one that's causing the crash. However, sometimes disabling a mod can cause a different crash, so that's not always feasible.
[18:09:29][effect.cpp:691]: Script Error, attempted to execute an effect on an unsupported scope!
Event: shrimpai.1
Location: file: common/megastructures/zzz_shrimpai_hyper_relay_overwrite.txt line: 146
Effect Type: fleet_event
Scope:type=megastructure
id=50332162
opener_id=4294967295
random={ 0 3117934732 }
random_allowed=yes
root=
{
shrimpAI now supports total conversion mods via a separate mod: https://sp.zhabite.com/sharedfiles/filedetails/?id=3241944359
Legacy of the Old Republic is supported now, and Star Wars: New Dawn will be supported with its next release
Are you using a mod that allows that?
Connecting capitals is important. Isolated sectors less so, but would be a nice bonus.
Despite said changes, this should continue to be compatible for earlier versions and in-progress games (though you might notice the AI stops building relays for about 1 year).
effect solar_system = { every_system_megastructure = { limit = { is_megastructure_type = hyper_relay } remove_megastructure = this } }
If you send me some screenshots and/or save files, and point out the "silly shortcuts" I can try to take a look. Ideally, I'd like save files from shortly before and after the AI constructs those relays
It adds so much more to late game tactics, which basically devolve into 2 sides pumping out ships and mindlessly smashing them together like a child with two toy cars.
Movement still matters with this enabled.
If anything, I'd like to see it made a little more strict. Late game I still see AI making some silly shortcuts that don't really make sense. I've not yet seen it a beautiful as in the screenshots provided, but it's a massive step forward.
Now if only I could delete them??
@Next Evolution Interesting idea! I'll add it to my to-do (but right now I'm not actively modding; just maintaining)
From what I know from Stellaris modding idk how a mod could cause desyncs, but if there is some fix that would be great as I like the AI not spamming hyper-relays. Thanks.
I have an idea for how to make them compatible, but I'll need to test some things and it will require the New Dawn and LOTOR teams to make changes on their end as well. However, right now, I'm not really modding Stellaris except for keeping my mods up to date, so won't be doing this right away.