Description
[v3.1.1] [22a5] Aura modifiers sticking on ships after leaving aura system
Game Version
[v3.1.1] [22a5]
What version do you use?
Steam
What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Nemesis
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
I am a modder currently developing various ECM style auras and have noticed that Aura modifiers were staying on ships that had left a system affected by an aura.
I loaded up stellaris with zero mods to verify if this was an error on my part or replicable behavior in a vanilla playthrough. I seem to have confirmed that auras in vanilla are sticking to ships not within aura range.
Steps to reproduce the issue.
Start a new game.
Select Commonwealth of Man.
Click Play without changing any settings.
once the game has loaded open console with the tilde key.
type - "research_technology tech_starbase_5" without quotes and hit enter
type - "research_technology tech_battleships" without quotes and hit enter
type - "research_technology tech_juggernaut" without quotes and hit enter
close the console window with the tilde key.
unpause the game and go into the ship designer, design and save a juggernaut with a subspace amplifier with a name of TESTER
close the ship designer.
open the console back up with the tilde key.
type - "add_ship TESTER" without quotes and hit enter
close the console window with the tilde key.
select your fleet of 3 corvettes and make them jump to an adjacent system that is not within your borders.
note that the aura modifiers added to the 3 corvettes did not go away when they arrived in the system.
move the juggernaut to a different system outside of your borders but do not enter the system your corvettes are in.
move the corvette fleet back to your home system.
The aura modifiers stick to the corvettes without the presence of the juggernaut.
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[v3.1.1] [22a5] Aura modifiers sticking on ships after leaving aura system
Game Version
[v3.1.1] [22a5]
What version do you use?
Steam
What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Nemesis
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
I am a modder currently developing various ECM style auras and have noticed that Aura modifiers were staying on ships that had left a system affected by an aura.
I loaded up stellaris with zero mods to verify if this was an error on my part or replicable behavior in a vanilla playthrough. I seem to have confirmed that auras in vanilla are sticking to ships not within aura range.
Steps to reproduce the issue.
Start a new game.
Select Commonwealth of Man.
Click Play without changing any settings.
once the game has loaded open console with the tilde key.
type - "research_technology tech_starbase_5" without quotes and hit enter
type - "research_technology tech_battleships" without quotes and hit enter
type - "research_technology tech_juggernaut" without quotes and hit enter
close the console window with the tilde key.
unpause the game and go into the ship designer, design and save a juggernaut with a subspace amplifier with a name of TESTER
close the ship designer.
open the console back up with the tilde key.
type - "add_ship TESTER" without quotes and hit enter
close the console window with the tilde key.
select your fleet of 3 corvettes and make them jump to an adjacent system that is not within your borders.
note that the aura modifiers added to the 3 corvettes did not go away when they arrived in the system.
move the juggernaut to a different system outside of your borders but do not enter the system your corvettes are in.
move the corvette fleet back to your home system.
The aura modifiers stick to the corvettes without the presence of the juggernaut.
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