Confirmed Stellaris - [3.0.3][Event] Bad scope in Ol'Guard's description

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Rodmar18

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Sep 19, 2018
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Description
[3.0.3][Event] Bad scope in Ol'Guard's description

Game Version
(3.0.3)

What version do you use?
Steam

What expansions do you have installed?
Synthetic Dawn, Leviathans Story Pack, Distant Stars, Ancient Relics

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.

Issue:

As seen on the screenshot, the description when the Ol'Guard fleet is destroyed is erroneous in French; the name of the pirate country is used in place of the destroyer fleet, and no star name is displayed.


Expected cause:

1/ Would this be a localization issue? Peering at files...

In /localisation/french/events_l_french.yml, pirate.15.desc uses two retrievers:
From.From.GetName (that returns "Corsaire")
From.From.GetStarName (that returns a null string)

In events_l_english and all the localized versions I checked, pirate.15.desc uses:
FromFrom.GetName
FromFrom.GetStarName

Given the vast number of occurrences for both formats (with/without period), they are likely not at cause, and this is thus not a localization issue. Playing in any other language should give the same description bug.

2/ A scope issue:

in /events/pirate_events.txt, pirate.15 is a country event that is gated by pirate.13, an on_fleet_destroyed_perp, on_action country event (as seen in /common/on_actions/00_on_actions.txt)

Hence, as per Devs' notes, we have the following available scopes from within pirate.13:
Code:
# From = owner of fleet 2 (destroyed)
# FromFrom = fleet 1
# FromFromFrom = fleet 2

If you compare with pirate.15.desc above, you can clearly see that the scopes of pirate.13 were expected in pirate.15, perhaps prior to being gated by another country event.

In pirate.13,
From.From.GetName should return the destroyer fleet
From.From.GetStarName should return the primary star's name of current system, the Pirate Haven system.

But in pirate.15...

Suggestion:

In all the /localisation/xxx/events_l_xxx.yml files, correct the retrievers in both pirate.15.desc to:
From.From.From.GetName
From.From.From.GetStarName


Two more questions about L-Gate technology clues?

  1. You can see in the pirate.15 script that a L-Cluster clue is generated in any case, whether the event chain is active or not. I don't know if can cause an issue (perhaps this generation is void when the event chain isn't active).
  2. Also, no clue is indicated in the action tooltip (see screenshot), but this is perhaps taken care of separately, in a special L-Gate pop-up. (Besides, my case here is special as it suffers from the known bug when the L-Gate event chain never ends because another empire accessed the cluster first, but this is another story).



# perp port
# on_fleet_destroyed_perp
country_event = {
id = pirate.13
hide_window = yes

is_triggered_only = yes

trigger = {
NOT = { has_global_flag = privateers_destroyed }
from = {
is_country_type = pirate
has_communications = root
}
fromfromfrom = {
has_fleet_flag = pirate_home_system_fleet
}
fromfrom.solar_system = {
has_star_flag = pirate_home_system
NOT = {
any_fleet_in_system = {
has_fleet_flag = pirate_home_system_fleet
NOT = { is_same_value = fromfromfrom }
}
}
}
is_country_type = default
}

immediate = {
country_event = { id = pirate.15 }
}
}

# destroyed pirate home system
country_event = {
id = pirate.15
title = pirate.15.name
picture = GFX_evt_exploding_ship
desc = {
trigger = { NOT = { has_event_chain = "l_cluster_chain" } }
text = pirate.15.desc
}
desc = {
trigger = { has_event_chain = "l_cluster_chain" }
text = pirate.15.desc2
}
show_sound = event_space_battle

is_triggered_only = yes

immediate = {
set_global_flag = privateers_destroyed
}

option = {
name = EXCELLENT
add_resource = {
minerals = 2500
energy = 1500
alloys = 750
}
generate_lcluster_clue = yes
}
}

Steps to reproduce the issue.


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Meme_Drone [Qloc]

Major
External QA
Nov 20, 2018
532
146
Hello!

Thank you for the report!

We require a save game to properly investigate the issue. Please attach a zipped save here, if possible.
Save games can usually be found at:
Windows: C:\Users\[USERNAME]\Documents\Paradox Interactive\Stellaris\save games
Mac: /Users/USERNAME/Documents/Paradox Interactive/Stellaris/save games
Linux: $HOME/.local/share/Paradox Interactive/Stellaris/save games/
 

Rodmar18

General
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Sep 19, 2018
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  • Stellaris: Synthetic Dawn
Here you are!
The Fleet is awaiting your orders in Yodd Bem system.

If you play the battle (to see the notification on the screenshot), you can also see an interesting behaviour, two minor glitches, and a not-so-realistic combat setting (in case you can help with them):
  • my fed ally is concentrating fleets to either reinforce my fleets in Yodd Bem, or even deal with the pirates by themselves. A welcomed behaviour.
  • M-turrets on pirates' frigates and cruisers display a glitch (turrets are too large or too close to each other).
  • when fleets start to emerge into pirates' system (blue hyper-breaching effect playing), the galactic map also displays a blue visual far away in its plane (you might have to look around; it could be at an angle opposite to the local effect). If you order the fleets to return to Yodd Bem after the battle, you'll see the same glitch.
  • during the battle, you'll eventually see 2 or more pirate cruisers focusing fire on a single artillery destroyer. Given the number of ship engaged, and the presence of more important threats, and even if they shoot with their M-weapons only, I understand better why it's always interesting to keep a wing of smaller ships to draw fire and protect larger ships. Perhaps, this behaviour could be toned town a little? Thanks for destroyers' crews. (I don't recall having changed these defines, but I might be wrong, let's see if you witness this as well).
By the way, if some names look weird or even absent, I play with translated and extended name lists.
 

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