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How do they stack? For example,
1) the +10% fire rate from triggerfinger, does it apply to the attached fleet and then when it triggers for all fleets in the system does that count as a different buff that applies to the attached fleet as well, making it +20% for the fleet with the admiral and +10% to everyone else?
2) If I have 2 admirals in a system with triggerfinger, do they stack with each other or overwrite?
3) If they trigger at the beginning of the month but last 90 days, does that mean they get stronger and max after 3 months, or just refresh and overwrite?
Thanks again Jasonpepes!
Not 100%, but I think it can be fixed by wrapping events = in this.fleet {}
[22:25:13][containerwindow.h:88]: interface/als_window.gui: Could not find buttonType "tts_button" in window "als_window".
[22:28:16][graphics/pdx_entity.cpp:1218]: cybernetics_01_starbase_starport_entity has no attach point named part4
[22:30:49][trigger.cpp:487]: invalid scope for trigger. got [fleet], expected {country}. file: in scripted trigger check_als_selected_trait_flag at file: common/button_effects/als_button_ui_effects.txt line: 324 line: 1
[22:32:51][event.cpp:849]: Script Error, attempted to execute an event on an unsupported scope!
Event: als.31
Event Scope: fleet
Executing Scope: type=ship
id=2539
opener_id=4294967295
random={ 0 3006579608 }
random_allowed=yes
At least, this was true at time of writing on 14 July; things may have changed.
F
Via 'Stellaris Modding Den' in Discord.
In a better way, you can upload the translate mod. That way you have full control of it and I can link to yours.
the exception seems related to UpdateAurasOnShip (3492b / 885i)
UpdateFleetAura (3609b / 978i)
boost::detail::function::void_function_ref_invoker0<struct_NParallelForImpl::SPdxParallelFor<struct_SAuraUpdater>,void>::invoke
and it was fixed by removing the admiral mod, so something related to the buffs from levels it's causing issues but I can't know what.
They have nothing to do with the game crashes.
[15:26:42][event.cpp:629]: Script Error, attempted to execute an event on an unsupported scope!
Event: als.120
Event Scope: fleet
Executing Scope: type=ship
id=188
random={ 0 1713976272 }
random_allowed=yes
[15:26:42][event.cpp:629]: Script Error, attempted to execute an event on an unsupported scope!
Event: als.66
Event Scope: fleet
Executing Scope: type=ship
id=188
random={ 0 1713976272 }
random_allowed=yes
[15:26:42][event.cpp:629]: Script Error, attempted to execute an event on an unsupported scope!
Event: als.31
Event Scope: fleet
Executing Scope: type=ship
id=189
random={ 0 1713976272 }
random_allowed=yes
Here's one of them for reference:
[16:39:41][event.cpp:629]: Script Error, attempted to execute an event on an unsupported scope!
Event: als.31
Event Scope: fleet
Executing Scope: type=ship
id=50335377
random={ 0 1367578951 }
random_allowed=yes
Sorry to bother you if I'm the one being dumb here d:
It's not related. Please report that to Gagastructure author.
Script Error: Invalid context switch [planet] from Asteroid Artillery [megastructure], file: events/giga_020_asteroid_artillery.txt line: 784, Scope:
type=megastructure
id=201
random={ 0 615540527 }
random_allowed=yes
root={
type=country
id=2
random={ 0 615540527 }
random_allowed=yes
saved_event_target={
type=fleet
id=2221
name="als_fleet_with_leader"
Thank you! I'll add the translated localisation in the next update.
We have created a Japanese version of the mod. If you are in Japan, please use it if you like.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2812779740
Regardless, thanks for the great mod.
There are quite a few Error: "Unknown modifier" errors listed.