Stellaris

Stellaris

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BFTweaks_Victory Only
   
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28 May @ 6:40pm
5 Jun @ 1:17pm
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BFTweaks_Victory Only

Description
By request, this mod includes ONLY the victory effects from my larger BFTweaks mod. Do not use in the same playset as BFTweaks.

Full mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3486967674

List of changes:

Behemoth Victory:
Once Growing Pains is finished and the Voidspawn is dead, you can win pretty much any time, but it doesn't happen automatically anymore to allow you to have fun with your full-strength Class IV.
  • Now triggered via a Special Project rather than automatically 
  • "Linger in this galaxy... for now" maintains control of the Behemoth rather than forcing you to pick a new empire
  • "Let my hunger thrive!" makes it roam and makes it nigh invulnerable. Improved roaming behaviour (it won't just be stopped by FTL inhibitors anymore!)
  • Uncontrolled Behemoth now eats planets (kinda)
  • The Behemoth Transference empire debuff is also removed now when the Ascension special project is added, allowing you to keep playing your empire until you choose to trigger victory
12 Comments
Siatru 6 Jun @ 7:56am 
commenting the fleet command worked!
thanks again!
Siatru 6 Jun @ 6:57am 
I see~ Tho I was more concerned about me not adding "AND" for the original triggers. I'll test it out later. For now, I guess it works as I want to for the post-game sandbox

ooh. Then don't mind it too much then. Since there's a workaround with rage mode, it's not really that big of an issue.

I see~ I'll try copying the block code from the main game folder and commenting the delete command.

thank you very much~
Kalisalos  [author] 6 Jun @ 6:35am 
If that code works, it works, but it isn't written the way I would've done it (admittedly, it sometimes takes me a few tries to get something right). Make sure to check to make sure they work well throughout the rest of the game too! I guess 'owner' doesn't actually exist in the post-victory content, but 'from' still probably pulls the country correctly instead.

For the behemoths bombard, this is highly complex. I tried for a long time to have the behemoths bombard properly or actually use the 'eat planet' ability in the uncontrolled situation, but there were many things that were mutually exclusive. I can take another look at this, but it isn't trivial because of how bombardment and wars work.

You should be able to do this by editing the event that spawns the fleet - it likely sets a delayed event that is responsible for deleting the fleet. Removing this should stop the fleet expiration timer.
Siatru 5 Jun @ 9:58pm 
Ah... one more thing (sorry!)
Is there a way to remove the 6 month expiration on the Class IV behemoth's spawn fleet ability?
Siatru 5 Jun @ 9:43pm 
oh yeah. I forgot one last thing. Is there a way to let behemoths bombard inhabited planets? After Behemoth Victory Linger I mean. I can force behemoths to bombard planets with rage mode but I'm kinda hoping I can do it manually.
Siatru 5 Jun @ 9:26pm 
Thank you~ I actually managed to figure out some stuff myself. Well, I just copied the scripted_triggers folder from your other mod lol.

as for the Chrysalis hatching.

It made me lose my mind a bit because "owner = { is_country_type = behemoth_apex_mind }" wasn't working properly for me so I used your country_flag instead, and I used "From" instead of owner.


possible = {
OR = {
hidden_trigger = {
From = { has_country_flag = behemoth_became_apex }
}
custom_tooltip = {
fail_text = behemoth_cocoon_tt
exists = owner
owner = {
has_menace_perk = menp_behemoth_hatchling_2
}
}
}
}

managed to make it work but it might have some unforeseen circumstances so I wanted to check in with you about it.

thanks again for taking time to help me!
Kalisalos  [author] 5 Jun @ 1:35pm 
Hey! Just saw these. I've fixed the Eat Planet ability. =)

I didn't modify the layable egg - its behaviour is still vanilla. It shouldn't be too hard to make the normal growth work though on your end - try editing the 'possible' block on both 'behemoth_chrysalis_hatch' and 'behemoth_chrysalis_big_hatch' (both need to be changed since CII and CIII chrysalises are different structures entirely) to the following:

possible = {
custom_tooltip = {
fail_text = behemoth_cocoon_tt
OR = {
owner = {
is_country_type = behemoth_apex_mind
}
AND = {
exists = owner
owner = {
has_menace_perk = menp_behemoth_hatchling_2
}
}
}
}
}
Siatru 5 Jun @ 3:16am 
oh and I still have no idea how to let the Behemoths use their Eat Planet Ability
Siatru 5 Jun @ 3:15am 
I managed to stop the automatic growth. Now I'm trying to make the normal growth work with the new country type you added.

The Class IV behemoth can still lay eggs on any Gas Giant. And you can still somehow hatch said eggs manually.

But the Chrysalis is an issue. While I managed to let behemoths grow even outside borders by using "#".

The game is telling me I don't have the Menacing perk required to make the Behemoth evolve. So I tried giving the country_flag you made for the new country type as an OR condition with the normal menacing perk. And I know my empire has the flag, I checked with the console commands. But still no dice. Game doesn't recognize either my menace perk or the country flag. Can't hatch the Chrysalis.

How did you enable players to hatch the layable egg? If that's possible, hatching the Chrysalis should be possible too.
Siatru 4 Jun @ 7:38pm 
My mistake, that's apparently a vanilla feature... dangit