Stellaris

Stellaris

Crisis Manager - End-Game Edition [Abandoned]
337 Comments
seven 30 Mar, 2020 @ 9:32am 
People, I have a gift for all of you. A new crisis manager plus cirisis expansion. All mid-term threat, endgame crisis and War in Haven are included. Hope you enjoy this.

Besides Deadly Tempest, Crisis Manager 2.6, this could be another choice worth a try.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2036051710
TehFishey 23 Mar, 2020 @ 11:36am 
Okay, I've posted my updated version Here . In addition to the bugfixes and minor updates, I've added extra compatibility for Dynamic Mod Menu (though it doesn't matter much now that Had updated !Mod Menu - either one should work fine). Please let me know if anyone has any trouble with it...
Zag14 23 Mar, 2020 @ 10:26am 
@TehFishey yeah, plz post what you have, me and my buddies very interested in it!
TehFishey 22 Mar, 2020 @ 10:58pm 
To elaborate: all of the glaring issues that I've encountered with the various crisis in my few hours of testing are all present in pure vanilla. The most annoying of these is a tendency for the swarm/contingency to not initiate purges after they conquer planets (yeah, that shit again). The issue seems to be tied to the pop job optimizations that came out in this patch - purge stratum and weights are applied to pops properly, but the job assignments on the planets aren't updated by planet capture. I was able to work around this by changing the capture event to clone and kill a pop on each planet as it's captured, which updates the job assignments.

If people are really interested, I can get to posting what I have sometime tomorrow. As far as compatability and currency with 2.6 goes, though, this mod is already like, 95% there (I can't speak to to the functionality of the other crisis managers though, as I haven't looked into them yet).
TehFishey 22 Mar, 2020 @ 10:54pm 
I've worked on an update of this mod to 2.6; I've held off on posting it because I don't want to step on the toes of the other folks who seem to be interested in maintaining this mod, and frankly it's not really all that necessary right now.

Regarding compatiblity with 2.6: there are a few minor changes/bugfixes that were made between 2.3.3 and Federations which this mod reverts or does not implement. These are all generally pretty trivial (being able to godray Contingency planets, for ex, or using the new Unbidden T0 starbase type). This mod seems to be 100% compatible with the current crisis AI, as basically all of the AI changes were done in the back-end anyway.
reeses4brkfst 22 Mar, 2020 @ 9:30am 
So this guy appears to be attempting to maintain this mod, but he isn't that active and I don't think he's updated this for 2.6 yet (or if he's even working on it):

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1891837471&searchtext=crisis

Someone else reported that this mod does work for 2.6, though with the changes to AI behavior its unclear if there are any issues with this or the mega patch I linked.

Can anyone speak to if they're encountered any serious issues?
Mega Ultra Chicken 21 Mar, 2020 @ 8:38pm 
Came back to Stellaris to find one of my favourite mods have been discontinued. Sad to see you go, but thanks for the great mod while we had it!
blazikem🐓 17 Mar, 2020 @ 8:28am 
So it seems to work as of 2.6.0, not sure how it could interact with the AI's unique behaviours that were added though. The mod menu needs to be updated so it can be seen in the UI however (unless I cannot see it and I stupid).
Medve 2 Mar, 2020 @ 5:36am 
Is somebody working on a update?
vitja19 8 Feb, 2020 @ 2:58pm 
Когда переведут на русский?
The Fish 31 Dec, 2019 @ 4:34pm 
if i had to guess it would probably be the current state of the launcher in regards to mods. A lot of people have had tremendous difficulty in updating and/or playing with said modifications which has led some to quit or just take a hiatus in the hopes it will be fixed. though the most common thing I have seen is just a seeming inability of the launcher to accept that modders wish to update their mods.
BobGrey 21 Dec, 2019 @ 2:56am 
These mods cause the game to crash upon completing initial load (right before it shows the main screen). The cause seems to be incorrect and/or outdated government types listed in the CmtM7_ManucalOperation.txt file in the events folder of the mods (this file seems to be in each of the different "editions" of this mod).

I just hope someone can continue these mods. I'd like to know the reason behind abandoning such a successful project.
blazikem🐓 30 Oct, 2019 @ 9:57am 
Seems to still work on 2.5 too.
I'm worried the Federations (2.6) update might break it since that's the next big one.
the Moroneer 27 Oct, 2019 @ 6:03am 
I got it working on 2.4.1 so far
Zag14 19 Oct, 2019 @ 2:32pm 
maybe someone test it on 2.4.1? is it work?
Syrett 19 Oct, 2019 @ 11:18am 
damn
well at least we had it for a while
it was a good mod. good stuff.
another talented modder has departed. it was great while it lasted.
Trace Projectile 16 Oct, 2019 @ 7:03pm 
I really hope someone picks these up before an update which breaks them.
Rozhak 13 Oct, 2019 @ 9:16am 
What a great loss... this mod added so much customization to the crisis events and such. Well still have to respect the creators decision. No mod creator is obligated to continue developing their mods. Hopefully someone else comes up with a similar solution.
seven 12 Oct, 2019 @ 7:23am 
Another great modder leaves us... I am so sorry.
PetrusX 10 Oct, 2019 @ 12:06pm 
Also i have to say, this mod have broken my savegame... idk, i deactivate it and cant load the game (there is a crisis ongoing)
PetrusX 10 Oct, 2019 @ 9:24am 
I dont know why you would decide to make this more complicated to us, to use a "Mod Menu" to use this mod configurations, when you can put it in a edict or something, because i open the mod menu, but this mod doestn show, i am guessing its due to annoying updates....
-Z- 30 Sep, 2019 @ 10:09am 
This mod is broken. It never triggers any crisises.
LazyNooblet 22 Sep, 2019 @ 8:22am 
If like me you're struggling to get this to appear -- I'm new and so I thought subscribing to a mod was enough (hint: its not).

On the Stellaris pre-launch loader, you need to select the mod tab and click to highlight the mods you want to load before you launch the game.
Journeyman Prime 3 Sep, 2019 @ 6:35am 
So is this mod still broken?
Sir Doggo 17 Aug, 2019 @ 4:20am 
I'm not sure why this isn't working for me. Settings:
End game start year = 2300
Crisis to occur earliest at ESGY +/- 0
MTTH: Almost instant
Simultaneous crises allowed

At 2300, the mod menu says the crisis has been triggered, but 50 years pass and nothing happens. I end up having to manually trigger the crisis. Any help would be appreciated, thanks!
Journeyman Prime 12 Aug, 2019 @ 11:14pm 
The Mod Menu no longer shows this mod in the options, what do?
키으기 23 Jul, 2019 @ 6:53pm 
Thank you. I'll use it well
Tomeran 14 Jul, 2019 @ 7:06am 
So im currently facing an unbidden crisis. 157k fleets, no biggie. If there werent about 150 of them totalling around 22 million fleet power. Is that...supposed to happen? Are they also supposed to be building an anchor in every single system?
Spirit 28 Jun, 2019 @ 10:55pm 
i think i have an idea for you to circumvent !mod : just make it a edict that open the menue , other mods work exactly the same and changed the menue to a edict rather clinge to an outdated , no more working mod menue
Daniellm 23 Jun, 2019 @ 5:38am 
@nak1119

it does indeed seem to be a mod conflict, i'm not really sure why tho since they worked together before 2.3

But yea, nothing wrong on your side
WariousGaming 22 Jun, 2019 @ 10:49pm 
Does Extradimensionals spawns only with Starbase and fleets without anything else? like portal KEK since it isn't there where they spawned
NaK1119  [author] 22 Jun, 2019 @ 5:05pm 
@princess69420, @Daniellm
It might be compatibility issue with another mod that dependent on Mod Menu.
Would you try temporarily disabling such a mod? If the reported issue is solved in this way, that mod and my mod are not compatible.

@Woj
Recently, almost nothing.
Only very few code is updated, and it is for supporting latest version of Stellaris.
Daniellm 22 Jun, 2019 @ 2:18pm 
doesn't show up in !mod for me anymore

Not sure why
WariousGaming 19 Jun, 2019 @ 3:27am 
what was updated/changed?
princess69420 17 Jun, 2019 @ 4:34pm 
could you help me figure out how to get this to work? it doesn't show up in !mod menu and I don't know why.
TheHolyAsdf 12 Jun, 2019 @ 7:05pm 
Very solid mod, have't had this much fun fighting x10 fleet numbers, triple crisis in a while
NaK1119  [author] 12 Jun, 2019 @ 4:13am 
@Philosophical Owl
Yes. However, the speed of purging by Prethoryn and the Contingency will be faster than the settings of this mod. Because they with Glavius's Ultimate AI kill one additional pop every month.
Philosopher of Aesthetics 10 Jun, 2019 @ 4:20am 
Does this work with Glavius's Ultimate AI?
Tintenfisch 9 Jun, 2019 @ 11:19am 
Thank you for the update!!!
Edik 8 Jun, 2019 @ 8:59am 
Does it work with 2.3.1 also ?
Mah_Khon 8 Jun, 2019 @ 7:51am 
Thank you for updating!:steamhappy:
reilus 8 Jun, 2019 @ 6:43am 
thx for update!
Sentry Ward 7 Jun, 2019 @ 10:31am 
@nordstern try StarNet AI. More challenge from AI.

P.S. There is some issue with 2.3 because of vanilla bugs (check paradox forum)
Asmodes Reynolds 7 Jun, 2019 @ 7:06am 
Waiting for 2.3.
nordstern 6 Jun, 2019 @ 3:57pm 
Thats stupid... this mod was the only reason i played stellaris... i loves it to fight against endless hordes of enemies in the lategame. An enemy which can make my won game to a loose. A mod which makes the boring endgame (i am the ruler of galaxy) interessting.
mscomies 5 Jun, 2019 @ 3:45am 
Authors profile says "I'm afraid that I'm taking a hiatus from activities as modder for a while." Don't count on any updates anytime soon
烽燧煜明 5 Jun, 2019 @ 3:07am 
Waiting for 2.3.
Hsieh.E 4 Jun, 2019 @ 7:41pm 
Not compatible with 2.3 so far, would love an update.
DasHaussa 4 Jun, 2019 @ 3:43pm 
Nak? Are you going to update for 2.3? Rly hope so since I rly liked you work!
zharmad 18 May, 2019 @ 8:54pm 
Never mind, I spawned the crisis manager version of the events through the console in single-player. We may have been unlucky since we set them to roll for possible crisis.