Stellaris

Stellaris

Total Assimilation (for v4.0)
Knaughts  [udvikler] 1. dec. 2022 kl. 16:53
BUG: Script Error, attempted to execute an effect on an unsupported scope! Event: tass.2
As reported by Dr. Nolegs.

[13:08:35][effect.cpp:613]: Script Error, attempted to execute an effect on an unsupported scope! Event: tass.2 Location: file: scripted effect apply_post_assimilation_effects at file: scripted effect total_assimilation_effect at file: events/tass_events.txt line: 84 line: 1 line: 1 Effect Type: set_citizenship_type Scope:type=planet
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Knaughts  [udvikler] 1. dec. 2022 kl. 18:52 
From your helpful error message, I have a couple of suspects. But I can't fix the bug without being able to reproduce it. Can you share the save file that demonstrates the error?
Dr. Nolegs 1. dec. 2022 kl. 19:02 
Agh it has to be MP to check for that, I'll set up a test with only your mod tommorow since I cleared my OOS folder and my party went offline.
Sidst redigeret af Dr. Nolegs; 1. dec. 2022 kl. 19:03
Dr. Nolegs 1. dec. 2022 kl. 19:04 
If you can't test it on your own with someone else I'll set up testing tommorow.
Knaughts  [udvikler] 1. dec. 2022 kl. 19:05 
Does the error occur in any multiplayer game, or do I need to play a specific kind of empire?
Dr. Nolegs 1. dec. 2022 kl. 19:10 
It seems to occur in any (or accurately I cannot claim it's empire specific), although It happened with a player DA and player Hivemind near and at the start.

If it helps at all the player DA immediately turned TA off for their starting cyborgs.
The errors occurred in separate attempts always very early, once after a year (or two it's a bit hazy) and the other immediately.


While this update has a couple of OOS errors basegame, especially mid-game, checking the OOS error.log section came up with a lot of scope errors pointing to pops with notification that it was a random_count error. Removing this mod seemingly stopped the immediately issues. The OOS that I am attributing to this mod are entirely random_count OOS's.



I cannot be conclusive since I was more interested in playing with my friends at the time, instead of thoroughly checking between this mod and logs, but I can provide more conclusive testing tomorrow if such is required and not solved on your own.
Sidst redigeret af Dr. Nolegs; 1. dec. 2022 kl. 19:12
Knaughts  [udvikler] 2. dec. 2022 kl. 15:54 
I tested the mod in multiplayer, one player using DA, and we didn't see any out-of-sync errors in the first two years. Any further info you can provide would definitely be helpful!

There is a `random_list` call in my mod, but it's almost exactly copied from the vanilla assimilation event (action.65), with the word `assimilation` replaced with `total_assimilation`.
Dr. Nolegs 4. dec. 2022 kl. 9:51 
Apologies then, I do love this mod quite a bit to apparently falsely flag a desync since it made a call that the error showed likely coincidentally.

I'll run this mod again in my sessions and make a greater attempt to test it in my next runs.
Sidst redigeret af Dr. Nolegs; 4. dec. 2022 kl. 9:52
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