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Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Mon Oct 21, 2019 4:45 pm
by Xaenyr
zufield wrote:
Mon Oct 21, 2019 4:53 am
There was some kinda patch that made everything not work properly.
Can you explain?
Because i have done a rapid test, and quick research, pretty quick fleet movement, and ressources works fine.

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Thu Oct 24, 2019 2:09 pm
by CompactDisc
Y'all looking forward to the patch today? :P
Will it break things? Won't it? Who knows!

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Thu Oct 24, 2019 11:42 pm
by Recifense
Hey guys,

I did a smoke test and all seems to be working fine.

Please let me know if you find any issue.

Cheers!

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Fri Oct 25, 2019 4:40 am
by Gehenna
Noticing some of the scripts get a little wonky occasionally. Unmodded game, so I don't thiiiink its the game itself.

Also, the extension table is all kinds of broken. Can use it for pointers, but its scripts are dead.

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Fri Oct 25, 2019 7:43 am
by CompactDisc
Gehenna wrote:
Fri Oct 25, 2019 4:40 am
Noticing some of the scripts get a little wonky occasionally. Unmodded game, so I don't thiiiink its the game itself.

Also, the extension table is all kinds of broken. Can use it for pointers, but its scripts are dead.
Mine works, try this one.

Xyarican wanted to speed up the aobscan using aobScanRegion, but that means it will break every update.
I replaced it with aobScanModule. It makes activating the script slower but it will resist small and even most major patches.

Edit: Updated and fixed last issues.

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Fri Oct 25, 2019 1:04 pm
by Gehenna
CompactDisc wrote:
Fri Oct 25, 2019 7:43 am
Mine works, try this one.

Xyarican wanted to speed up the aobscan using aobScanRegion, but that means it will break every update.
I replaced it with aobScanModule. It makes activating the script slower but it will resist small and even most major patches.
WORKED LIKE A CHARM!

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Fri Oct 25, 2019 2:35 pm
by Logosh
I'm having problem with one of the Extensions, the race modding one its not working i deleted the old one and downloaded the v2.5.0 here above but that does not work (also the v2.5.0 comes out as v2.4.1. I downloaded it twice) the rest seems to be 100%.

Thanks for your work and the enjoyment it brought/brings :D

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Fri Oct 25, 2019 3:13 pm
by CompactDisc
Logosh wrote:
Fri Oct 25, 2019 2:35 pm
I'm having problem with one of the Extensions, the race modding one its not working i deleted the old one and downloaded the v2.5.0 here above but that does not work (also the v2.5.0 comes out as v2.4.1. I downloaded it twice) the rest seems to be 100%.

Thanks for your work and the enjoyment it brought/brings :D
I actually didn't notice those :P My bad, I'll see if I can fix the entire thing.
Though if Xyarican gets there first, I won't have to bother of course ;)

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Fri Oct 25, 2019 6:56 pm
by CompactDisc
I have updated the extension, now all scripts and pointers are functional again.
They should even work with modded species now.
viewtopic.php?f=4&t=9635&p=109394#p109394

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Fri Oct 25, 2019 7:24 pm
by Logosh
Works! Thanks a lot :)

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Sun Oct 27, 2019 2:42 am
by cjtaser367
Minimum Resources isn't working for me please help

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Sun Oct 27, 2019 9:05 am
by Alaunus
cjtaser367 wrote:
Sun Oct 27, 2019 2:42 am
Minimum Resources isn't working for me please help
Some popular mods break the table.

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Sun Oct 27, 2019 10:32 am
by CompactDisc
Alaunus wrote:
Sun Oct 27, 2019 9:05 am
cjtaser367 wrote:
Sun Oct 27, 2019 2:42 am
Minimum Resources isn't working for me please help
Some popular mods break the table.
Mods that alter the kind and amount of resources available can break tables.
One would have to design the table with mods in mind and even then it could break.

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Sun Oct 27, 2019 10:57 am
by Alaunus
CompactDisc wrote:
Sun Oct 27, 2019 10:32 am
Alaunus wrote:
Sun Oct 27, 2019 9:05 am
cjtaser367 wrote:
Sun Oct 27, 2019 2:42 am
Minimum Resources isn't working for me please help
Some popular mods break the table.
Mods that alter the kind and amount of resources available can break tables.
One would have to design the table with mods in mind and even then it could break.
If someone is at the point that a mod breaks the table it is probably easier to find an additional mod that has a similar functionality.

And I wasn't complaining CD. :D Just wanted to give a shot into the dark without going full into the 'error is in front of keyboard' territory.

Re: Stellaris - Megacorp x64 v2.4.1 (GM and More) 2019-Oct-11

Posted: Sun Oct 27, 2019 7:44 pm
by RenatoGF
the mods that were conflicting in my game were Cultural Overhaul 2.3 [Ethics-Civics] and Unofficial Hive DLC: Forgotten Queens after I disabled these the table worked

Will the Recifense table be updated?

I only really use the "Pretty Quick Fleet Move" option

sorry for the bad english