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翻訳の問題を報告








The game doesn't even start. It just gets stuck at 100% loading when booting up and then crashes before I even get to the title screen. Tried it with only this mod enabled and it still happens, so yeah. Also tried it on another machine just to be safe and it's the same issue there. Haven't had that happen with any other mod on 4.0 so far, and the only other time I've ever seen something like that was with Stellaris Evolved which is specifically not Linux-compatible for some reason.
Didn't have this issue with the older version of this mod for 3.12. I just tried booting up the game with it and it does so without issue, though it obviously doesn't work as intended in 4.0 anymore. How would I even troubleshoot this? Does Stellaris keep crash logs somewhere?
crash logs are here on windows: C:\Users\your name\Documents\Paradox Interactive\Stellaris\logs
the error.log is usually the most helpful
error.log showing --
[20:08:21][metascript.cpp:166]: Compiling source for failed for missing args: weight
[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 500, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 501, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 860, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 864, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 865, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:809]: Script Error: Invalid scripted effect: ai_weight at file: common/edicts/mulori_decision_edicts.txt line: 866
[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 933, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:809]: Script Error: Invalid scripted effect: ai_weight at file: common/edicts/mulori_decision_edicts.txt line: 934
[20:08:22][effect_impl.cpp:1771]: Error in fire event effect at file: common/edicts/mulori_decision_edicts.txt line: 966, target event is not of the correct type, expected it to be a country
[20:08:22][effect_impl.cpp:4589]: Could not find ship size mulori_corvette specified for create_ship effect at file: events/mulori_decision_misc.txt line: 172!
[20:08:22][script_lists.h:743]: Empty every_country effect at file: events/mulori_decision_misc.txt line: 317, no effects are executed
if it matters, i have all DLC
hope it helps, i am curious to try this out sometime :)
lines on the three habitat captial buildings the game launches and I can start a run with all edicts enabled. Sometimes it crashes anyway, but that's probably a different issue related to activating literally every origin available lol.
Here's the crash log when buildings/on_all_capital_buildings is NOT commented out: https://pastebin.com/Z39TLjTr
And here's an error.log that resulted from successfully starting a run and activating all edicts without crashing. At first glance it looks like the Starlit Citadel edicts has a few more issues: https://pastebin.com/0RKnPjxG
While doing all of this I also found a few additional errors. In some files it complains about malformed tokens because the variables aren't set at the top of the file, defense armies aren't properly spawned on habitat capitals, and so on. Just though I'd let you know.
I'm a bit confused as the defence army stuff and the inline script stuff is all vanilla code, so it should be working I assume??
But it seems like if you comment the capital building script your buildings wouldn't upgrade properly
As for the defense army stuff, looking at the vanilla files it seems the command should be planet_defense_armies_add, not defense_armies_add.
Regarding the issue with the inline script, I presume all changes in the capital_buildings file are for Void Dwellers? What exactly is changed there that might cause problems with the inline script? And why do the capital buildings for habitats need to be changed in the first place? At a cursory glance it doesn't seem like the other multiple origin mod for 3.12 touches them.