Stellaris

Stellaris

Military Faction(1.9)
201 Comments
amirfoox 28 Jun, 2019 @ 3:34am 
DrBlood could you PLEASE let me know how I can fix the military faction staying at my home planet on a wormhole FTL playthrough? Even a few words will help. Thanks!
amirfoox 29 Dec, 2018 @ 1:43am 
@DrBlood It's a great mod! But I found it seems to work only on the hyperlane FTL drive on Stellaris 1.9. Other FTLs cause the military faction's ships to stay stuck on my home system, no matter which order I give it.

I thought it was the result of mods conflict so I removed everything else but this mod, but this issue reproduces. Is this a known issue? Is there anything I can do against it? Thanks! :)
DrBLOOD95  [author] 30 Aug, 2018 @ 7:27am 
OK guys the update of the mod is now done for Stellaris 2.1.2, go here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1498007446
WariousGaming 24 Aug, 2018 @ 2:30am 
WOOO DrBLOOD nice to hear from You ;) Thanks for this info!
DrBLOOD95  [author] 24 Aug, 2018 @ 2:24am 
Hellow there, for now in my side the update is going very well the fleets from factions are following the orders without problem and that knowing that they are not managed by an AI but by Country Events instead. I need to do some complete game with the mod checking if it will affect performance and once I'm done, I will update a new mod of that faction leaving that one for people who wants to remain on 1.9
The Dark Emperor 30 Jul, 2018 @ 4:58am 
DrBLOOD - how is the updating going? Is work/ school/ life getting in the way? I don't presume to know how fast/slow updating this is gonna take (I don't know jack about modding) so just keep on going strong. I loved using your mod in 1.9 and earlier and was quite miffed when the 2.0 update made this unusable. Looking forward to seeing the resurgance of this mod.
WariousGaming 20 Jul, 2018 @ 3:48am 
DrBLOOD so it means You do not have to do this mod from scratch? :)
DrBLOOD95  [author] 20 Jul, 2018 @ 2:00am 
I have found some new interesting features in scripts with 2.1 which will allow me to edit that mod more easily, when I find the time I will start working on an update.
Friendly_Robot 20 Jun, 2018 @ 9:17pm 
yes @Lucius
Lucius 20 Jun, 2018 @ 3:32pm 
Just out of curiosity would this mod run into issues with the 2.0+?
WariousGaming 10 Jun, 2018 @ 10:52am 
author said it so many times about update in comments but ppls are too dumb to even READ IT! oh ffs ppls stop being brainless and start using that cabbage inside Your HEAD! Mod author - please have more patience for this kids :) and good luck to You DrBlood ;)
ryan.pcport 8 Jun, 2018 @ 8:16pm 
I really like this mod. DrBLOOD, you have done a wonderful job with this. I hope that you do decide to update this and I do know that everything was reworked in the game. Keep up the good work! and THANK YOU for all your hard work!
Kryis 25 May, 2018 @ 9:03pm 
Love this mod, looking forward to an update when the author has time.
Friendly_Robot 23 May, 2018 @ 11:22pm 
@Black Dog why dont you make such a mod yourself?

For unpaid modding i dont think demands are very fair, it takes what ever time it takes, its done when its done, nobody is working full time on maintaining mods like these, its stuff done in peoples free time, so expect things to take time.
Friendly_Robot 23 May, 2018 @ 11:50am 
Please downgrade to 1.7!

why? because enough comments about upgrade, gotta balance it out somehow! XD
DrBLOOD95  [author] 23 May, 2018 @ 8:54am 
I'm gonna take more months to think about updating thanks to you.
MotoMikey🌴 23 May, 2018 @ 8:00am 
update already
Porter 5 May, 2018 @ 11:14am 
kinda want te old onw i like 1.9 better but if upi cant ill settwe with 2.0
ZacharyBuilder 30 Mar, 2018 @ 12:51pm 
if possible could you update the mod to 2.0.2 please drblood
jtbush00 1 Mar, 2018 @ 12:45pm 
Maybe you should specifically make a 2.0 version and leave the old one for those who want to use the old version.
spectre199 26 Feb, 2018 @ 7:20am 
please take your time I know that paradox changed some things, ok not some things they changed a lot or changed everything. A lot of the mods will take some time to change and others will take quite awhile, wouldn't be surprised that some mods have to be completely rewritten
DrBLOOD95  [author] 25 Feb, 2018 @ 11:21am 
I'm aware that 2.0 is out and that the mod is outdated,but as you guys know the fleet system has been completly reorginized making that mod imcompatible. It tooks a lot of time for the Paradox Studio to update that system so you must expect the same amount of time from us modders as well.
Fason the wizard 24 Feb, 2018 @ 7:07am 
trying this in the new update (even though not updated :P) I believe researching the military faction tech makes the entire map visibal
Jaydawg 24 Feb, 2018 @ 6:47am 
I'm sure it will be updated, but I give a week or 2 for things to be get done. Most people who make mods (that i know anyway) do it on their down time not full time. Can't expect someon to crank out a update within 48 hours of a major update!

To that end, keep up the good work =)
WariousGaming 23 Feb, 2018 @ 11:06pm 
info about if this is going to be updated to 2.0 or not would be nice ;)
eud0xia 22 Feb, 2018 @ 8:56am 
You think you can make it work for 2.0 now that it's out?
杏仁核 22 Feb, 2018 @ 8:40am 
Update!
Sliprunner 8 Feb, 2018 @ 1:42pm 
Also, are their fleets suppose to have admirals or not? if they are then the admirals aren't spawning for me either.
Sliprunner 8 Feb, 2018 @ 1:42pm 
I have to join in the comments for errors. They're not building military stations or wormholes, Getting same script error as Liquidfire. Additional error I keep getting.

[15:13:14][trigger.cpp:494]: invalid scope for trigger. got [galactic_object], expected {planet}. file: events/military_faction_events.txt line: 190
Foxxy Renamon 7 Feb, 2018 @ 5:40pm 
Yeah seriously my defense fleets are just sitting in my home system doing literally nothing. Leaving hostiles that are roaming my territory alone.
EntropicFrost 7 Feb, 2018 @ 5:15pm 
nevermind, same error i see now
EntropicFrost 7 Feb, 2018 @ 5:05pm 
I get the same error as Liquidfire atm, although the error registers as different.
Script Error, Checking trigger against an unsupported scope!
henk 4 Feb, 2018 @ 2:37pm 
I keep getting errors after 4-5 years and then my game crashes.
henk 4 Feb, 2018 @ 2:37pm 
[23:25:24][trigger_impl.cpp:18275]: can_build_spaceport_module at file: events/aifixmod_spaceports.txt line: 469 attempted to check for an invalid module type "size_2"!
[23:25:25][trigger.cpp:466]: Script Error, Checking trigger against an unsupported scope!
Event: AllyFactionEvent.1
Location: file: events/military_faction_events.txt line: 59
Trigger Type: has_fleet_flag
Scope:type=ship
id=5713
random={ 1070120356 3669023038 }
root={
type=country
id=6
random={ 1070120356 3669023038 }
saved_event_target={
type=country
id=6
name="player_to_protect"
}
saved_event_target={
type=species
id=6
name="owner_species"
}
saved_event_target={
type=country
id=33554510
name="the_ally_faction"

}

Common 2 Feb, 2018 @ 3:27am 
The military faction is useless in defence and offense.

They would spam 100power ships at 12k strength fleets one by one.
DrBLOOD95  [author] 2 Feb, 2018 @ 1:59am 
For people using Wormhole if you have researched any other drives, using cheats or any other sort of mod, their ship will not spawn wormhole stations anymore to avoid having them in every system ending up in a big fps drop.
Foxxy Renamon 1 Feb, 2018 @ 8:17pm 
Mine are on Defensive and Patrol.
MrAndaren 1 Feb, 2018 @ 6:27pm 
they camp home when set to offensive without a war
Foxxy Renamon 1 Feb, 2018 @ 5:23pm 
Mine don't even do anything anymore, they just sit in my home system and dick around.
Mikado 1 Feb, 2018 @ 3:52pm 
Mr Andaren it is true, i have the same feeling
MrAndaren 1 Feb, 2018 @ 1:34am 
My MF fleets seem to be prioritizing science and construction ships when set to offensive and they chase the things across the galaxy while ignoring the actual war
Leviathan 31 Jan, 2018 @ 5:59pm 
This seems to cause some problems with Kill-Type Events, where you only get the good result when you kill the target yourself. Since the MFs are rather Vassals than yourself, you lose out on those.
Especially noticable with NSCs Playable Guardians. Its kinda awkward having 3 Gargantua Systems next to each other :P
Dawnshock 30 Jan, 2018 @ 6:38am 
They don't want to build wormholes, what should I do?
eud0xia 28 Jan, 2018 @ 11:33pm 
How many Spaceports does the Military Faction create for itself? And if it's multiple spaceports, does this mean each one produces individual fleets on a constant basis?
HaremHeart 24 Jan, 2018 @ 2:32am 
I love using this mod with my machine empire. Feels like I have just drones moving about through my systems with limited AI routines while my main fleet is the one under the direct contol of my Leader. Plus, its nice to have an early to mid game force that helps balance wars for my turtle play style.
Mikado 21 Jan, 2018 @ 3:14am 
Hi, great addition.
I saw a problem with the offensive option.
The fleet miitary faction looks to not be concerned by neighbourg' borders closed state and can travel and attack some planets or fleets where my own fleets could not reach.
It is not a big deal but not realistic when you play with hyperdrive engine.
DrBLOOD95  [author] 20 Jan, 2018 @ 5:52am 
Yes, the mod which use that ship class is way too complicated, a different shipclass for each graphical culture.
Brandon 20 Jan, 2018 @ 1:13am 
I am getting a shipclass that I do not yet have access to being spawned, a heavy dreadnought class. Is this intended?
Foxxy Renamon 16 Jan, 2018 @ 8:38pm 
So my fleets are just sitting still in my home system. Not sure what's causing that.
Chastity the Celibate 13 Jan, 2018 @ 3:38pm 
Is this compatible when running NSC, ISB, and Realistic Ships with respective patches betwen them