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Big Dead One

First Lieutenant
48 Badges
Oct 13, 2017
236
204
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Description
Starbase module empty

Game Version
2.6.1

What version do you use?

Steam

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

Do you have mods enabled?
Yes

Please explain your issue is in as much detail as possible.
Note: I'm using cosmetic mods only, which do not modify the checksum, so this most likely is not related to mods.

When I fully upgrade a starbase to a citadel and build offensive modules (hangars, guns or missiles), the weapon slots are not fully filled. I attached a screenshot for illustration.

Steps to reproduce the issue.
1. Build a starbase and upgrade it to a citadel.
2. Start filling the modules with weapons.
3. Now you can see that in the details tab, a lot of weapon slots are empty.

Upload Attachment
20200320103518_1.jpg
 
Last edited:
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I haven't touched Stellaris for a while, apparently this bug still exists in the current version? People have done some excellent testing already, so I just hope that the devs will look into fixing this in the next patch.
It does. Maybe I should just make a new thread for every patch that comes out until they notice it. I don't know. It's kind of demoralizing to spend like 8+hours debugging this problem and trying to carefully make a collaborative theory for what the issue is over several threads, only for it not only to be fixed in 5+ patches, but also to have it never acknowledged at all.
 
There are a lot of mods out there which either increase the energy capacity of starbases back to 10000 or separate the juggernaut energy capacity (because which it was originally lowered) from that of the starbases. As the ai fills its starbase moduls with anchorages anyway it is basically a player only problem. (And the ai can not afford to use starbase moduls for something else, as it does not know how to utilize fortresses for naval capacity).

Starbases basically become obsolete in mid to lategame in the current versions of stellaris. They even cripple the ais naval capacity as before the implementation of starbases there were easier ways without hard cap for the ai to increase their fleets. I really dont believe that the devs had this in mind when they introduced starbases in 2.0
 
It does. Maybe I should just make a new thread for every patch that comes out until they notice it. I don't know. It's kind of demoralizing to spend like 8+hours debugging this problem and trying to carefully make a collaborative theory for what the issue is over several threads, only for it not only to be fixed in 5+ patches, but also to have it never acknowledged at all.
I made some attempts to find where is a problem and I don't know. I use mode, he gives me powersource with 50 000 of energy but starbases will never equip while standard playing. But if I use console to research all tech and instant build, it equip it.
But while standard playing, it will equip only powersource with 22 500 energy, but that's amount components will never use and starbase doesn't equip it. It does not equip even best armour added by mod while normal playing but using console, everything is fine and works
 
Hello!

Thank you for the report!
We are aware of the issue, it has already been added to our bug database.
Thanks for that. And it looks like it's fixed in the most recent release (3.0.3). So, in light of recent toxic interactions, and since I don't feel you guys get enough positive feedback when you do things right, allow me to simply say thank you for listening to us. I know it's not the easiest in the world when we're frustrated about bugs, but I for one really appreciate it..
 
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