Stellaris

Stellaris

Dangerous Crystalline Asteroids
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Update: 26 Aug, 2023 @ 8:38am

19th update;
-Please type "event dangercrystal_debug.8" in the console or start a new game to have the least errors.

-Repeatable Evolutions have their effects multiplied by 4.
--Shield Regen Evolution is now double the strength of the Hull/Armor Regen Evolution instead of 10x.

-Crystalline Entity Evolution tree can now be unlocked if the Hivers manage to kill a ship with either Plating components.
--Also added support for modded Crystalline Entities to be converted, as long as they have a Plating component.

-Reduced the Interstellar speed penalty Converted Crystalline Entity fleets get to 66%, in exchange for getting a 33% sublight speed penalty.

-Fixed a bug where certain Crystalline Entity fleets wouldn't receive orders.
-Fixed a bug where Hivers weren't able to decloak.
-Changed the model of Converted Crystalline Entity Hiver Strikecraft.
-Fixed Evolution Rate to be actually used.
-Fixed a bug with certain variables related to Rifts not properly changing sometimes.

-The final tier of mainline Crystalline Entity Evolutions automatically converts/creates a Nidus.
--Converted Nidii also start spawning Crystalline Entity fleets every 16 months.

-The Hivers now gain Evolution Points for doing certain actions;
--Converting Crystalline Entities grants 2/4/6/100 Points for Small/Medium/Large/Nidii Crystalline Entities.
--Every 5 fully destroyed ships grants 1.
--Infesting a system grants 30.

-Added in 4 new Evolutions that grant a large hull boost for the various ships.

-Reduced the base Awakening Year to 60.
-Reduced the amount of Infested systems needed to unlock a new Rift to 6.

-Converted Crystalline Entity fleets will now prioritize creating Hives if they can.

-Converted Crystalline Entity fleets will now refuse to leave systems with a colony in it. Instead, they will start bombarding.
--Every time they arrive/would try to move, they will deal 30 devastation multiplied by the planet's bombardment damage reduction.
--Above 20 devastation, a random building or district may become ruined. The chance is 10%.
--Above 50 devastation, between 1 and 5 pops will be killed as well. Building/district destruction chance is increased to 20%.
--Above 75 devastation, this increases to between 5 and 10. Building/district destruction chance is increased to 30%.
--Above 90 devastation, this increases to between 10 and 20 pops and a random building AND district is guaranteed to be ruined.
--Each time a district is destroyed, a blocker is created that locks a slot and reduces maximum habitability by 5%.
--If the colony is destroyed, next time a CE fleet in orbit tries to leave it will create a blocker that reduces districts by 3, reduces max habitability by 25%, and reduces colonization time by 50%.
---They also get 60 evolution points, increased to 90 if it's a ringworld or reduced to 30 if it's a habitat or not fully colonized.
--Each pop killed grants 1 evolution point.
--If they're in orbit of a habitable planet with no colony, they'll still create the blocker and get 15 Evolution Points.

Update: 22 Aug, 2023 @ 7:28pm

18th update;
-Trying to fix new thumbnail

Update: 22 Aug, 2023 @ 7:05pm

17th update;
-Added alternative description for the Host notification if the Hivers manage to wake themselves up.

-Hivers will now get strong debuffs when in a system with an FTL Inhibitor. Does not apply if the Inhibitor is planetside.

-The Hivers may now Evolve every 5 years after spawning. This requires a new save or using the console to cause the event "dangercrystal_evolution.1" WHILE playing as the Hivers.
--Added in most of the Crystalline Entity evolutions.
---These require the Hivers to have killed at least 1 Crystalline Entity.
--Added in several evolutions that provide massive stat boosts.
--Added in a costly and rare evolution that nullifies the negative effects of being in a system with an FTL Inhibitor.
--Added in several evolutions that deal with preventing the negative effects of being in various space storms and hostile stars, with the final stage of these evolutions providing bonuses for being near "hostile" stars.
--If for one reason or another the Hivers cannot obtain any normal evolution, they may choose instead to get various repeatable evolutions that provide miniscule stat boosts.

Update: 19 Aug, 2023 @ 9:37am

16th update;
-Fixed the possibility of deposit spawning and the startup events for vanilla Hiver events being activated when scanning a certain type of asteroid, potentially causing mod or later-content conflicts.

Update: 19 Aug, 2023 @ 9:08am

15th update (Full Rework);
-Hosts get a configuration menu to edit various stats about the crisis.
--Please note, Evolution is available in the options but NOT implemented yet.
--You can now force-spawn the Hiver system, as well.

-If you're near the Hiver system, the Curators will try to speak to you about it.
--If you don't have contact with them yet, they'll try to speak to you shortly after first contact.
--Does not apply to hostile or homicidal empires.

-Mining an asteroid in the Hiver system will spawn extra deposits in the other asteroids.
--2 Rare Crystals are guaranteed to be harvestable.

-Hives now have 20k hull and armor, full armor hardening, and very small hull and armor regen.
--Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range.
--These changes put each Hive roughly on-par with an auto-completed Titan.
--This is much weaker than previous iterations of the mod, but I feel these stats are much more reasonable.

-If it's enabled, the Hivers can wake themselves up.
--The date is adjustable in the config menu.
--The Host will be "blamed" for waking them up if this happens.

-Hives are spawned in a system every year, as long as space is available.
--Deposits are taken into account, providing buffs for the resulting Hive.
---Only vanilla deposits and resources, for now.
--If there is not space available, the system will be Infested and cause a space storm.
---Hivers are immune to this storm, and get buffed by it instead.

-For their first and every 10th system they Infest, they can open a Subspace Rift in a random system.
--This prioritizes unoccupied systems with asteroids or occupied systems with lots of unoccupied asteroids.
--Otherwise they will target random systems.
--Rifts last for 4 years, and every 2 years they will attempt to spawn something;
---They will prioritize spawning new Hives if possible.
---Otherwise, they will try to spawn a Space Storm different from the ones created in Infested systems.
----Hivers are also immune to this storm.
--The amount of Rifts caps out at 8.

Update: 9 May, 2021 @ 7:27am

14th update;
-Stationary Hives now properly regenerate health.
-Increased the range of Hiver Strike Craft to 10, as any lower seemed to be causing problems.
--Also increased their max damage by 1.
--Also reduced their cooldown to 1.25 seconds.
-Some small updates to localisation and story events.

Update: 24 Apr, 2021 @ 11:35am

13th update:
-Sorry about the quick mini update, a couple changes I forgot got left out.
-Doubled the weapon slots on regular Mobile Hives.
-Halved the innate armor and hull repair rate on all Mobile Hives.

Update: 24 Apr, 2021 @ 10:05am

12th update;
-Completely rewritten and updated for Stellaris 3.0.
-Added a new edict, DCA Limiter, for the event you don't want to play with the mod at full capacity. Activating this prevents the Hivers from spreading between systems without the help of a Mobile Hive and prevents Offensive Hives from hunting down any existing denizens of the galaxy. Activating this again reverts the effect.
-Removed (most) of the aging/elite mechanics.
-Removed unused mechanics.
-Added in checks to prevent debug events from erroring out.
-Added in support for the mod to use modded planet types, both as valid spread targets and as valid attack targets. NOTE; mods like Wild Space, whereas systems are generated without a star, will be inherently incompatible.
-Cleaned up fleet/ship names.

-Rebalanced the Hiver strike craft component;
--Damage min increased by 1 but max decreased by 1.
--Evasion increased by 15%.
--Range reduced to essentially point-blank range.
--Increased count by 1.
--Decreased health by 40.
--ALL strike craft launch as fast as they can, rather than in groups of 2.

-Reworked how Hive spawning works;
--Spawning occurs every 2 years without fail rather than each year with a chance to fail.
--Removed the midgame/number dead until can spread limiter. Meaning, if someone happens to unleash them early you may need to use the new edict.
--Rather than a nearby system within 2 hyperlane jumps, spawning now occurs for any valid euclidean neighbor.
--Hivers can ignore the "recently defeated" cooldown timer for trying to spread to a system provided there are no other options available.
--Upon attempting to spread for the first time, a Hiver system will become "Infested", creating a nebula-like effect on the system that blocks sensors, boost Defense Platform damage and health, increases emergency FTL time, reducea disengagement chance to 0, and increases the Hivers' "Capacity" by 1.

-Reworked Mobile Hives;
--They now require at least 1 "Capacity" to spawn, and now definitely spawn at a random asteroid in the system.
--Flipped the roles of "Offensive" and "Defensive" Mobile Hives. Now, single fleets attack the galaxy at large while packs of 4 protect Hiver space.
--They're now spawned as part of a system's attempt to spread, meaning they can only be spawned if an infested system can't spawn hives in a new system.
--Edited the behavior of both Offensive and Defensive fleets. Both now attempt to help any nearby allied system under attack if one exists. Offensive fleets can no longer "retaliate" against an empire that was attacking any Hiver system or blocking their expansion, but will now gun to the nearest owned system if no one nearby needs assistance. Defensive fleets can no longer choose to actively defend Behemoths or choose to defend a system across the galaxy.
--Increased the amount of time before either Mobile Hive fleet will begin to move again after arriving at a destination.
--Mobile Hives no longer gain bonuses while in space storms/nebulae, as that's the point of Infested systems.
--Mobile Hives now have doubled the Hull and Armor, 50% more speed, but reduce their inherit damage multiplier by 2.
--Rather than unorganically spawning them in, Mobile Hives now actually have to move to an asteroid before they can spawn a stationary hive in a system. This no longer has a chance to fail, and they will keep trying to spawn sttionary hives as long as 1 asteroid in the system doesn't have one.
--Mobile Hives can now attack colonies. If there are any in the system they've arrived at, they'll move to it and periodically spawn up to 4 high damage, low health armies and deliver 2.5-5% devastation to the planet. Upon being captured or reaching 100% devastation, all pops and armies on the planet are killed and the colony destroyed.
--Mobile Hives will also seek out nearby colonies if any exist, reducing any chance of someone hiding on a planet in Hiver space dramatically.

-Reworked Crystalline Entity Infestation;
--If there exists a fleet with an Infested ship in it, the dying ship will join that fleet instead of creating a new one.
--Infested Fleets now always take on the behavior of Defensive Mobile Hives.
--Infested Nidii now act like a Mobile Hive, rather than just an infested station. Don't ask why it doesn't move across the system but is still somehow able to change systems. Also don't ask why it doesn't join a fleet with other Infested ships. I can't figure out either, but I kinda like it.

-Reworked story events;
--They're more or less the same, but most of them are lead by the Curators.
--You now get rewards for killing any sort of hive, provided you witness a Mobile Hive spawning.
---You MUST be friendly with the Curators to get any sort of reward, but being friends with the Trader enclaves increases the reward.

-Reworked Behemoths;
--They now take 8 "Capacity" to be able to spawn in, and spawn in similarly to regular Mobile Hives.
--Reduced their inherit damage multiplier by 3, increased their base speed by 50%, increased their weapon slots by 2.
--No longer do they spawn "space storms" upon entering a system.
--No longer do they attack planets like they used to. Rather, they do so like regular Mobile Hives albeit they can attack each planet at the same time and with stronger force.
--They are now able to spawn stationary hives in a system like regular Mobile Hives, albeit they can spawn a hive for each hiveless asteroid at the same time.
--Behemoths now spawn as an immobile "Newborn" with 1/3rd of their original innate stats and 1/6th of their weapon slots. After a decade, they'll turn into an immobile "Youth" with 2/3rds of their original innate stats and 1/2 of their weapon slots. After a second decade, they'll fully spawn in and become mobile.

-NOTABLE BUGS/MISSING FEATURES;
--Removed the Vengeance Strike mechanic, at least temporarily.
--A bunch of the story events are missing and/or don't trigger properly, especially ones for empires not friendly to the Curators.
--These will be worked on over time, but I figured you guys might appreciate being able to play the rest of the mod in the mean time.

Update: 31 Oct, 2020 @ 12:53pm

11th update:
-Removed the initial Hive Defender mobile hive, since the age system is in place.

Update: 31 Oct, 2020 @ 12:41pm

10th update:
-Updated to 2.8
-Hives now have a primitive aging system, gaining bonus stats every so often. This can occur up to 3 times, and at the 3rd time Immobile and regular Mobile Hives can evolve. This does not affect Infested Crystalline Entities.
-Added in the Den, the evolution for Immobile Hives. About as powerful as a Mobile Hive.
-Added in the Host, the evolution for Mobile Hives. About as powerful as a full raiding party or two.
-Behemoth aging does not have an evolution, but they uniquely gain some shields and shield regen each time they age to represent debris and unusable asteroids beginning to orbit them.
-The spread of the Hives can now be intentionally started earlier by killing any Hive.