Stellaris

Stellaris

26 ratings
End Boss [3.10.*]
   
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15 Jun, 2019 @ 10:43am
4 Feb, 2024 @ 9:27am
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End Boss [3.10.*]

Description
Updated for 3.10.*, should work fine in 3.8.

This Mod tries to find the (non pacifist) AI empire that is furthest away from the player and makes it to a kind of Endboss.
That means, it gets bonuses similar to 2-3 higher difficulty levels and some additional starting techs to make sure, the player finds still an engaging opponent later in the game, when every neighbor is already outgrown.

Be careful, together with higher difficulties and/or mods like "starnet" or my "asymmetric start" mod it can get ridiulous high fleet numbers ;)

It is designed and tested for single player. If you use it with more players, there is only one endboss, but it is only furthest away from the first player.

Compatibility: Should work with most other mods.
39 Comments
youtubitz 9 May @ 3:42pm 
if this is ever updated it might be nice if it were able to increase deep space citadel's per system
youtubitz 8 Feb @ 12:05am 
This may need an update when 4.0 comes out (maybe it can provide bonus's to the new trade system).
Persepheus  [author] 8 Feb, 2024 @ 10:02am 
fyi regarding "trigger:distance_to_empire is propper than trigger:distance": The mod is far older than these triggers and I updated it, when they were first available. At that time trigger:distance_to_empire just didn't work, thats the reasoning. I wonder, if it works now, but I certainly won't test it ;)
FirePrince 7 Feb, 2024 @ 12:15pm 
Yea, nothing game breaking, only nerdy optimisation attempts 🤓 However nice mod ... now 👍
TheFlyingPotato  [author] 7 Feb, 2024 @ 10:05am 
Good spot for the on_action, it's interesting how calling an event from a country scope on_action "just works" (nothing in the log too).

The scripted effects make the code far cleaner though, so I'm not sure if I want to remove them. :P
Haven't experienced any slow caused by scripted effects (and you must know what I did with them lol), but I'm gonna trust you on this one (during game or only during game load though?).

Gonna check that trigger, but it looks quite similar. However, if a country has more than one system, it could lead to a shorter distance than checking for the distance between the capitals. Unlikely scenario I know, but advanced starts do exist

on_mid_game_pulse in case the mod is installed in a multiplayer game on an existing save game? Or is there other benefits? Or do you mean "add a second endboss" (bit out of scope, but I could add a mod menu to configure it I guess)

Gonna add the fixes this weekend probably, they are not gamebreaking from my tests
FirePrince 6 Feb, 2024 @ 2:21pm 
Also maybe trigger:distance_to_empire is propper than trigger:distance
FirePrince 6 Feb, 2024 @ 2:07pm 
Nice, but I would really not add new scripted effects only for one usage. Every new scripted effect slows down everything a tiny bit (unnecessary, constantly and steady exponentially).
One mistake I spotted 'on_game_start_country' should be 'on_game_start'.

I would suggest this additional event on 'on_mid_game_pulse'.
PS: I adapted this idea in AllThatIsGrimdark.
TheFlyingPotato  [author] 4 Feb, 2024 @ 9:32am 
Updated to 3.10.*
Small fixes to the modifier (pop assembly bonus didn't work) and added some fallback script in case no country in the game was eligible to become the endboss (if they were all pacifists for example).
Also optimized the script as suggested by FirePrince :)
TheFlyingPotato  [author] 14 Jan, 2024 @ 5:02am 
Should work fine in 3.10. Small issue is pop assembly bonus not working (it got renamed). And as FirePrince said, it's not the most optimized, but that's not an issue (it only runs once on game start, so no performance problem once you play).

If you read this Persepheus, I got a local update you might be interested in (performance, variable and log cleanup, pop assembly fix, update to work on an existing save). I'm "Erdnuss" on the Modding Den.
FirePrince 22 Oct, 2023 @ 1:18am 
Just a small hint (from modder to modder coding wise). I mean this mod is a good example how to use effect loops wrong. Instead of scanning hundreds or thousands of galaxy planet twice you should only scan each playable country (and probably clear the var afterwards).