Stellaris

Stellaris

[2.3] Mett's Machine Leaders Never Die
19 Comments
Wolfen 22 Mar, 2020 @ 12:58pm 
Good old comment section.
I would have never found the gamefile on my own.
Eternal gratitude of the machine gods is assured to you.
Wolfen 13 Dec, 2018 @ 3:07am 
Thanks for update, this red mark was disturbing.

Death to the meatbags !
Bleiser 12 Dec, 2018 @ 4:58pm 
Awesome! Thanks a lot! By the way it still says your last online as of now is 89 days ago.
mettpawwz  [author] 12 Dec, 2018 @ 10:49am 
I haven't actually tested it but I've taken a look at the event this mod overrides and it doesn't seem to have changed in 2.2, so everything should still work as normal.

I've updated the version number now though, so it shouldn't show up as out-of-date anymore. Cheers, everyone.
Bleiser 10 Dec, 2018 @ 7:32pm 
By the way did the dev die? :( Didn't log in for 87 days.
crymson 9 Dec, 2018 @ 11:30am 
It overrides just one vanilla file and the functions it calls shouldnt be affected by the update so I would bet on it working just fine.
Bleiser 8 Dec, 2018 @ 9:42am 
Does this work with 2.2.1?
mettpawwz  [author] 28 May, 2018 @ 1:04pm 
No, problem @Wolfen, happy to!
Wolfen 25 May, 2018 @ 10:18am 
Thank you for the update.

Death to the meatbags.
Bemoteajh 2 Mar, 2018 @ 2:49am 
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Wolfen 1 Nov, 2017 @ 12:44pm 
Hi there.

I am playing different games atm anyway, but good to know that i can come back to my mechanical children later :)

Thanks a bunch for the information (and the coming update, ofc).
With that i will be able to fix it myself if there ever should be the need for.

mettpawwz  [author] 1 Nov, 2017 @ 12:11pm 
Heya, I was on vacation for a couple weeks during the bugfix patches and only just got back home. I'll update it right away so it'll stop giving errors about being outdated. Cheers.

Also, @Wolfen, this mod overrides the on_decade_pulse (triggers once a decade) event (syndaw.10) which leads onward to the main event (syndaw.11) that then rolls a number between 1 and 100 and kills a leader off if it lands between 1 and 12. I've replaced the breadcrumb event with an empty one that does nothing. If you want to mess around with this event yourself just go to Stellaris/events/synthetic_dawn_events.txt and edit the syndaw.11 event to tweak the numbers however you like. It's quite simple to change the probability or make some leaders more likely to die than others by simply changing the numbers already there. If possible though, it is safer to do edits by creating a new mod rather than messing around with your own game files, that way you can't accidantally ruin your installation.
Wolfen 11 Oct, 2017 @ 2:40am 
I desperatly searched for a data where i could change that 12% to zero after the last update...

i suppose it is not that easy?

I saw your mod adds an event, but then i gave up in the clusterfuck of datafolders of stellaris, for i could only find event chains and then my poor old head started to overheat.

Thanks in advance if you should update this, for i won't play an machine empire without it.
Krylia Viru 28 Sep, 2017 @ 10:40am 
Maybe have a seperate mod that removes the trait.
Wolfen 27 Sep, 2017 @ 11:35am 
Oh hells yes, thank you.

That was so utterly retared, unpredictable RNG that made the whole "immortal leader"-stuff meaningless.

A typcial paradox.

An option to repair them would have been nice, but i guess that was too logical for the devs...

anyway, thanks a bunch :)
[Khorne] Shits'N'Giggles 24 Sep, 2017 @ 1:43pm 
Could you perhaps reduce the chance to 1%? i still find it interesting that its a chance to happen
TEC769 24 Sep, 2017 @ 11:41am 
Thanks for this, it makes no sense that immortal machines would randomly have a malfunction that couldn't be fixed by space age robot mechanic-doctors, jeez.
Overlord Cthulhu 24 Sep, 2017 @ 2:29am 
hey i would like a mod thar set the chance with the trait to 0%
SaMaGui 24 Sep, 2017 @ 1:02am 
cool! Machines with shorter life spans than humans do not understand! fix it paradox!