Stellaris

Stellaris

58 ratings
Fallen Empire Fleet Reinforce
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
244.131 KB
11 Feb, 2022 @ 10:31am
19 May, 2022 @ 7:41am
6 Change Notes ( view )

Subscribe to download
Fallen Empire Fleet Reinforce

Description
In base game, fallen empires are easy to cripple: whatever ships you kill won’t be rebuilt. Only if their fleetpower drops below 50k will they get a tiny fleet back. With this mod they will take defending their nation seriously and properly build fleets.



features:



-fallen empires build fleets every 10 years(at peace) until they have at least 600k fleet power or higher if you have gigastructures or/and Ancient caches of technology enabled. notice that fallen empires will still have this amount of fleetpower regardless of what game difficulty you play on; they will just be weaker individually and take longer to cap out.



-When at war, they will still build fleets. However these fleets are weaker and lack a proper admiral, as their resources are tied by the war.


-fallen empires will now try to ensure that they always have a titan and a colossus, and will rebuild them if they are lost(when at peace)



- An edict that allows you to customise the fallen empires fleet build speed, the value after which FE no longer builds fleets, the ability to enable/disable Awakened empires building ships via these events, as well as the ability to give FE/AE stat buffs.





I will probably not be updating this mod anymore, but it is very simple in code so I would imagine it working despite being outdated. Meaning don't be afraid to use it despite that yellow triangle.


update log:
24.2.2022
changed mod version to 3.3.2
added scaling to giga and acot so that fleet power will cap at 2M when giga is active and 3M when both giga and acot are active
added some console commands that can help customise fleetcap. They are as follows :
"event fefleet.14" - raises fleet power cap from 600k to 1M. does nothing if fleet power cap is over 1M. Activating this again will disable the change it made.
"event fefleet.17"- raises fleet power cap to 5M. Activating it again will disable the change it made.
"event fefleet.11"- significantly buffs fallen empire fleets, raises fleet power cap to 10M, and makes fallen empires build fleets every year, regardless of if they are at war or not. This makes defeating them without a massive advantage near impossible. Meant for sandbox or those modded games where fallen empires die far too easily. Activating this again will disable the mode.



7.5.2022
changed mod version to 3.3.4
added settings edict
"event fefleet.37" may now be used to increase the maximum cap of fallen titans from 1 to 10
the reason this is not included in the settings edict was because I don't remember coding this at all, and only noticed it
as I was checking the mod file before publishing the update, thought i would still include it here.
-note that the console commands from the previous update log may still be used but they may not function properly.


12.5.2022
changed mod version to 3.4.* without any changes as I believe it still works the same. Be sure to correct me if i'm wrong.

19.5.2022
changed settings menu text to actually tell you what the default setting are


if any part of the mod that's supposed to work doesn't, or you have other questions, you may put a comment about it below, and I will try to answer when I see it.

25 Comments
Wizard_ice 19 May, 2022 @ 3:01pm 
thanks. also just a text format you added is perfect I don't see anything else, also I really like the mod. I feel like Fallen Empires really need a little bit more love from the modding community.
Valanaria  [author] 18 May, 2022 @ 11:55pm 
It starts as disabled. I will change the text to mention this. I apologize for the unwieldy menu, but i don't know how to code it to show current values. I might look to remedy this when I have the time.
Wizard_ice 18 May, 2022 @ 11:59am 
does it start off as enabled because when I click the enabled and disabled function it doesn't show which ones active?
Valanaria  [author] 13 Apr, 2022 @ 1:03pm 
When I acquire both motivation and time to make an update. Life has been busy, and i haven't had time for non-school related projects in a long while. I don't plan on abandoning the mod though so i will see what i can do, but it might take anywhere from a few days to two months.
Eternal Knight 11 Apr, 2022 @ 1:12pm 
Any idea when this mod will be updated?
中國製造 15 Mar, 2022 @ 9:28am 
> They even built a Colossus even when their planet has been under the orbital bombardment of Prethoryn Scourge :D
> Video is coming soon.

:tacmarine: Have a look at 0:33 - https://youtu.be/kqIeFF4hRfk?t=33
Bizzaro 12 Mar, 2022 @ 9:28pm 
Great mod, it’s nice having fallen empires actually survive past mid-game
Valanaria  [author] 8 Mar, 2022 @ 3:20am 
My mod will not spawn titans if the FE already has one, Though that might be a fun feature for the 'hard mode.' If you want multiple titans for FE, i recommend you use ACOT as I think that makes it so that every FE fleet has one. Though based on your previous comment I assume you don't want to. If you absolutely want to use my mod, then the event that governs titan spawns is fefleet.3 (and 4 for colussus). The event, however will try to spawn a titan for the current country, so you will have to switch to playing the FE you want to target before spawning titans. On another note; i notice that you have many questions about my mod, and while I am always happy to answer them in depth, it would regardless be more efficient if you tried to find the mod files yourself so that you would know exactly what the mod does and doesn't do and what you can do with console. It's a better alternative than me flooding the comment section with walls of text.
中國製造 7 Mar, 2022 @ 6:49am 
Ok, is it possible to build multiple titans? The AI builds only a single titan.
Valanaria  [author] 7 Mar, 2022 @ 3:42am 
The fleet reinforcement will only work on fallen empires and will cease once they awaken as they can build fleets on their own (even if their AI is sometimes too stupid to actually assemble fleets). The exception to this is the fefleet.11 one, i set both the stat buff and the fast fleet reinforcement cycle to work on fallen- and awakened empires.