Stellaris
Civil Wars
1.430 comentarios
07Gasimli hace 11 horas 
PWEASE PWEASE PWEASEEE
07Gasimli hace 11 horas 
@MrFunEGUY we need an update so bad
07Gasimli hace 15 horas 
This mod crashes games, so sad this mod hasnt been updated in a while
MercMeister hace 19 horas 
I don't think so. Playing 4.1.1 and 4.1.3 I had crashes on exactly the same date (2210.7.16.) and figured out it was an AI empire starting a civil war. Disabling the mod fixed the crashes. So no afaik it doesn't work.
Mystic 25 SEP a las 13:44 
Does the mod still works in 4.1 / Shadow of the Shroud?
EJR 16 SEP a las 11:41 
I can concur with Hackeysack, I have five vassals in one of my current games and even formed a Hegemonic federation with them for the fun of it. A civil war breaks out almost every 1-2 years with just one, then add in the other four and it can become a nightmare.
Big Eared Du 15 SEP a las 20:11 
You should make a feature how admirals could try and rebel to overthrow you with loyal ships and armies
MrFunEGUY  [autor] 15 SEP a las 10:08 
Yeah I'll look into trying to better balance that
Hackeysack 14 SEP a las 21:11 
Any way we can get more stability for vassals? I love this mod to death but if you're playing an overlord with lots of vassals, being constantly drawn into your vassals' civil wars is more work than it's worth, unfortunately, since it constantly requires you to redirect military assets to quell, and also hamstrings the development and economy of your vassals (and thus your tax revenue). I don't mind it happening occasionally, but it seems to happen pretty frequently.
Colesizecole 1 SEP a las 8:33 
[21:55:06][gamestate.cpp:8233]: Invalid Owner for new ship with design (4294967295) - getting this error lately when civil war starts and the new nation make a ship
The Engineer Pop 29 AGO a las 16:56 
Anyway I completed (except the thing below) Korean translation patch of this mod just now.
How can I make separatists factions emerge to see the messages related to them? I want to see if my patch is working correctly.
The Engineer Pop 29 AGO a las 16:56 
What I said below is these codes.

# Planetary Separatist Faction Gen
SEPARATISM_DEMAND_IND_p_x: "독립"
SEPARATISM_DEMAND_IND_p_x_desc: "Members of this faction desire Independence for"

SEPARATISM_DEMAND_MIL_JOBS_p_x: "군 주둔 금지"
SEPARATISM_DEMAND_MIL_JOBS_p_x_x_desc: "This faction doesn't want any military personnel stationed on"
SEPARATISM_DEMAND_MIL_JOBS_p_x_xx_desc: ", and don't want military postings made available."

SEPARATISM_DEMAND_MIL_BUILD_p_x: "군 시설물 금지"
SEPARATISM_DEMAND_MIL_BUILD_p_x_desc: "This faction doesn't want any military structures to be present on"

SEPARATISM_DEMAND_SHIELD_p_x: "행성 보호막"
SEPARATISM_DEMAND_SHIELD_p_x_desc: "This faction desires a planetary shield generator to protect"

SEPARATISM_DEMAND_FEDERAL_p_x: "연방제"
SEPARATISM_DEMAND_FEDERAL_p_x_desc: "This faction desires a federal goverance structure, such that they may have more control over"
The Engineer Pop 29 AGO a las 16:55 
More question.

When I translate "civwar_factions_l_korean.yml" I saw the message codes above.

But It seems that "SEPARATISM_DEMAND_*_p_x_desc" and "SEPARATISM_DEMAND_*_p_xx_desc" surround the name of the planets and "SEPARATISM_DEMAND_*_p_xx_desc" that follows planet's name not always exists.

Because Korean word order is different from English's, in many cases I need the words both precedes and follows planet's name.
But I don't know where "SEPARATISM_DEMAND_*_p_x_desc" and "SEPARATISM_DEMAND_*_p_xx_desc" are called and I have no confidences whether I can insert "SEPARATISM_DEMAND_*_p_xx_desc" to all of these sentences or not.

For example, the sentences "This faction doesn't want any military structures to be present on [planet's name]." is translated to Korean as "이 세력은 [planet's name]에 어떤 군사 시설이 주둔하는 것도 원하지 않습니다.".

Can I solve this problem on my own?
The Engineer Pop 29 AGO a las 0:29 
Thanks.
MrFunEGUY  [autor] 28 AGO a las 23:44 
That message is for when slaves lose the war.
The Engineer Pop 28 AGO a las 21:56 
And may I not translate the messages below

##################
### Unused ###
##################

?
The Engineer Pop 28 AGO a las 20:02 
A question for translating.

slave_war_won_tooltip: "§Y[Root.GetName]§! will regain control of all territory lost to §Y[From.GetName]§! and the slaves will be put back in their place."

Is the message above showed when slaves won the war or slaves lost the war?
The Engineer Pop 28 AGO a las 0:16 
Where can I report message errors?
BadCat7 26 AGO a las 22:49 
Heya ! of course, the second civil war started in 2298 and never ended, my last save file is year 2311. Currently its a 2 front war: On the west is the mayor power who supported the rebelions, and on the east its 2 Militarist nation uprising If i continue the game after 2311, sooner or later the situational log marks the Militarist radicalization, spawning a third coup, adding a third militarist on the same civil war /////////////// I ran the game and on the year 2312 a third civil war started supported by another mayor power (both mayor powers hate me) and another 2 militarist coups: making 4 militarist coups and mayor powers declaring war on me at the same time. The war of 2298 never ended :cozybethesda:
MrFunEGUY  [autor] 25 AGO a las 16:00 
@BadCat7 - thanks for sharing your story, sounds like a fun run. How long did the second Civil war last before another militarist uprising happened?

The thing is, there are time limits already on these things. But you know, this just makes me want to add an options menu where you can change stuff like this. I'll try to work on that.
BadCat7 24 AGO a las 20:11 
Hello ! firstly i wanna say the mod is amazing, and it works well ! but i did had a issue, I was egalitarian materialist and militarist. THe militarist started a civil war in the first 100 years and i had fun ! After another 100 years they started a second war, but the second one was a little extreme. It created 2 militarist nations that declare war on me, and a mayor power help them by invading them, it was challenging but i still was doing great, 3 vs 1 and i was winning mid war. But after that, another militarist coup started, so it was 3 militarist coups and 1 major power. While i was already in a civil war !!. I think if theres 3 militarist coup there should be a buff that removes influence of the militarist on my nation or either remove the faction all together. I suppressed the party and did a decision that suppresses the party by mod options. It still didn't help. Anyways, m not removing the mod ! its too good and one my favorites :cozybethesda:
lightdimf 22 AGO a las 12:04 
Well, the commenter before me said "my pc freezes when loading stellaris if i have this enabled" which looks just like the thing I said, but with less detail. Maybe it could be an incompatibility with some other mod, the only reason I see for it to be a thing only for some users.
MrFunEGUY  [autor] 22 AGO a las 9:46 
I've never experienced that, and have never seen anyone else report such a bug. No idea how that could happen, so not even sure how I would text that. If you figure it out, let me know.
lightdimf 21 AGO a las 8:13 
This mod causes some sort of memory leak. When I enable it the game eats all of the RAM and crashes, sometimes crashes the whole PC. Took me days to find the reasons.
Dust 20 AGO a las 16:08 
my pc freezes when loading stellaris if i have this enabled
Zyldrix 19 AGO a las 17:32 
I have had issues with combating rebellions before they go off. The typical options like cracking down or propaganda dont appear till they are about to fire and even then don't effect anything.

If you are a vassal there also was a habit of rebellions being against your liege and not you meaning that the liege would take the territory.
The Engineer Pop 18 AGO a las 18:26 
But why planetary revolt occurs in fundamental sectors when the protested worlds are in the frontier sectors where I just conquered?
The Engineer Pop 18 AGO a las 3:59 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3551349919

I have to report 2 bugs.

1. When I assist suppressing a rebellion of my vassal and conquer all of the rebellion's territory the whole territory of the rebellion becomes mine , not becomes my vassal's. Because That systems' former owner is the vassal I think this phenomenon is not fair.

2. When I conquer planets by that consequences the district interface of that planet becomes broken. The locations of Generator District and Urban District are swapped. Furthermore as you can see in my screenshot these planets have 0 Urban Districts and when I rebuild that all of the buildings and zones are vanished.
The Engineer Pop 17 AGO a las 2:34 
Is here the feature that the Corporates with Criminal Heritage can demolish the Districts, Buildings of the planet in which they parasite?
I noticed some of the Districts, Buildings of my worlds which is in the Capital Sector are vanished when I fight the Criminal Heritage Corporates.
The Engineer Pop 16 AGO a las 21:00 
Is the probablity of treason or revolution affected by the military power of mother nation?
Stern 16 AGO a las 8:35 
Every time, this mod is 3.11
The Engineer Pop 12 AGO a las 18:42 
Thanks.
MrFunEGUY  [autor] 12 AGO a las 16:58 
@The Engineer Pop - This mod doesn't touch actual war mechanics. That's just AI being AI, I'm sure there's some underlying reason like a planet or something
The Engineer Pop 11 AGO a las 1:42 
Is it a bug? When I supported the other empire's revolution the revolutional party won't end the war till it had 100% war exhaustion even their enemy got 100% war exhaustion before several decades already. What I could do was just only wating.
Regent of the plauge 10 AGO a las 23:59 
Yeah, I did that. I saw that I’m in one of your other discussion threads about trying to troubleshoot that. So it did work after that no more event bug which I know is not your fault, man I’m not holding that against you. That’s more of a paradox update issue. However, if you are interested in doing a project or beta testing the modpack I’m building, let me know.
MrFunEGUY  [autor] 10 AGO a las 22:13 
@Nikal & Regent of the plague - This mod is updated for 4.0. Sometimes steam downloads an old version, but that is not my fault and I can't fix that. You can sometimes fix it by clearing your steam download cache.
Regent of the plauge 29 JUL a las 2:11 
Nikal you are right!! I did love this mod in the 3. version but it causes the pop bug in the 4.0 version. I have semi successful mod pack on stellaris that I created major overhaul for. If the author ever does fix it then I'll add it. But my primary focus is creating a path merger for stellaris using supreme commander 2 for visuals or mini game built off a rts of the sort for planetary invasion combat. I've already achieve a tremendous of things. But this mod if it got the work it needs for 4.0 would be the chef kiss for so much. I do have major bug to fix for faction aspect not working but I think I've narrowed that bug down. right now my pack is at 289 but the target is 300.
Nikal 23 JUL a las 3:37 
Oh, the error log noticed we're still targeting the pop scope in most of the scripts...

Well now I feel dumb for not noticing this earlier. :P
You should probably update the mod's page to accent it's meant for the 3.x version.
Nikal 23 JUL a las 3:32 
I'm getting the infinitely empty events pop-ups using the latest (non-beta) version of the game.

At first thought this was a mod compatibility issue, but apparently it's just some 3.x to 4.x transition issue which many mods experienced.
SolkimGod 22 JUL a las 16:08 
load order?
Hephaistos 21 JUL a las 5:45 
Does this mod work in 4.X? The changelogs are empty
Cross Dimensional Joke 16 JUL a las 0:53 
Hey, so it seems like this mod breaks Crowdsourcing civic(generate research from factions), making factions still generate unity. Removing this mod fixed the issue.
Deep♂Dark 13 JUL a las 7:18 
amazing mod thank you
Nikal 12 JUL a las 13:59 
I've been trying to get this to play nicely with the Tovius' Expanded mods. It *should* work in theory, but it just crashes the game as soon as factions are formed.

So much for theory, I guess. :P
The Engineer Pop 10 JUL a las 1:21 
A great mod, but how can I prevent treason? I just defeated a Purifier empire besides my empire and built Police Offices and launched Anti-Crime Campaigns, but the significant portions of their territory finally revolted.
RedTheKnown 5 JUL a las 21:55 
it would be nice to have an option to pick the likelihood &/or severity values of rebellions at the a start of the game (similar to what rich galaxies has for deposit chance) I like this mod but rebellions seem a bit too easy to trigger.
Vortek Gamer 2 JUL a las 13:37 
or any mods updates that is older then 4.0?
Vortek Gamer 2 JUL a las 13:36 
@Dfvandebrake just wondering are you using any mods that add stars?
djvandebrake 27 JUN a las 22:36 
Sorry, additionally unrest.150, unrest.145, unrest.140, unrest.135, unrest.130, and unrest.125 from this mod. (That's the last of them, I won't quadruple post.)
djvandebrake 27 JUN a las 22:24 
Specific events causing it on my end: civsep.9200, civsep.9016, civnat.9210, civnat.1310, civnat.1300, civnat.1200, civwar.2200, civwar.1500, civwar.2067, civwar.2065, civwar.2010, civwar.2005, civwar.2050, and civwar.2000.