Current in_development branch:
Tinkers declared war on me in the same turn as Teros (allied) offered to join my empire.
Accepted the Teros offer, then accepted the Teros help in the war against the Tinkers.
Lua state\GUI\~GalaxyMap\@DiscussionOverlay.lua:305: attempt to index local 'discussion' (a nil value)
Lua state\GUI\~GalaxyMap\@DiscussionOverlay.lua:305:terminate_discussion_with_dialog:
Lua state\Encounters\@RequestEventFile.lua:38:
Lua state\Encounters\faction_discussion.lua:19:discussion_consequence:
Lua state\Encounters\@RequestEventFile.lua:22:
Lua state\@@util\metatable_tricks.lua:52
zolobolo wrote:AI turn blocker error: also note the redundant diplomacy messages:
1. There are two alliances
2. Tinker declared war on human
3. Al diplomacy messages displayed twice (war declaration as well as offer for help from ally)
4. Next turn, all messages are again displayed and duplicated + error occurs that prevents the turn to be processed
Workaround: When reverting a move order of the player faction fleet (Terros) on the North side of the Galaxy, the error does not pop up
Interestingly: The player faction is then taken over by the AI during the next turn seen by a bunch of new fleet orders... Really strange stuff
When scrapping the Escort Cruiser at Musal system currently being refitted, the error can be avoided but the AI still takes control over the player faction during each turn processing and then control is given back to the player but with all the planet and fleet orders being already twisted (deactivating AI DEV option did not resolve this)
Renaming the show_hidden_options.bool file does seem to resolve the AI taking over control partially for a turn (planet orders are still given) but the faction is messed up in the next turns as before
Also note that whenever the player attacks a planet with the fleet, the AI goes ahead and invades the planet right after that like it would control the faction
Resintalling the game after deleting all local files also does not resolve the issue, thus in needs to be located within the save file itself
Other saves do not seem to be affected but in this particular save, control is wrestled away from the player by the AI at each end-turn and planetary invasin even if turns are undone 10 turns back into the past: cancelling the alliance with the other AI empire, and dismissing all merc ships does not help
Not sure what's up with the turn blocker, but the loss of control is probably because you have the AI enabled for the player faction - AFAIK neither disabling ai_dev nor removing show_hidden_options.bool reverts that, you have to click on "Teros (AI)" so it goes back to "Teros".
AMX wrote:Not sure what's up with the turn blocker, but the loss of control is probably because you have the AI enabled for the player faction - AFAIK neither disabling ai_dev nor removing show_hidden_options.bool reverts that, you have to click on "Teros (AI)" so it goes back to "Teros".
The error seems to have been tied to an ongoing refit+declaration of war by the AI
Thanks fot the tip regarding the AI action field - I never noticed that option and that was really all to it
Harpies do not invade populated systems (under normal raider activity setting), nor create new Harpy outposts
Have been seeing this in all of my latest games: is a relatively new behaviour rougly around the last updates to the Raider difficulty setting
Pirate raids have been missing well before that - considering they were OP this is not that bad, but with a slight nerfing they should be a benefitial addition to the game
I think the Tinkers Forge only works for the Tinkers player, so the ability for other factions to salvage it is probably something that shouldn't work.
Arioch wrote:I think the Tinkers Forge only works for the Tinkers player, so the ability for other factions to salvage it is probably something that shouldn't work.
Phidi diplomacy penalty: "Violance is not the answer" applied agains player and other AI factions even when these are not the agressors and have been declared war upon by another empire
The above penalty is still applied after the playre rejects allied Phidi to help then in a war against someone else the player has just stroke peace with
The second part looks very odd but there are a number of thins that can be done abouth it:
1. Remove this type of penalty when the Phidi break up the alliance themselfes
2. Do not have the Phidi declare war on anyone except in very rare cases (being oportunistic like most other factions comes of as strange when above diplo menalty exist with the faction - it also disappears when allied with the Phidi which is logical in a sence but strange)
Player fleet retreats in auto battle form a clearly inferior force - see attached save
The reason seems to be this: torpedo destroyer payloads are not counted towards offensive power. Withouth the torps, the player force would indeed loose against the Orthin Assault Ship, but with them, the Ortin ship has no chance
Edit: another nil error after declaration of war on everyone at the beginning of the next turn (nil2)
The second error is game-blocking cannot be ignored. Is due to a blocked battle that cannot be resolved at system: "Nunki" - battle report states that response from Human player is necessary to resolve