Stellaris

Stellaris

Crisis Manager - Sleeper Edition [Abandoned]
35 Comments
FirePrince 17 Aug, 2021 @ 12:55pm 
Adopted and released Crisis Manager - Sleeper Edition 3.0 .
Realhollow 26 Mar, 2020 @ 4:59pm 
READ PLEASE OA has moved on this will never be updated and does not work with anything past 2.3.
TehFishey 26 Mar, 2020 @ 2:46pm 
I've released an update for this mod for version 2.6 here . It's still in beta, but it adds and updates a lot of the functionality that's been changed by Paradox since 2.3.3.
Siatru 12 Jun, 2019 @ 9:10am 
I think something in the latest update broke my game. It keeps crashing on launch. Not sure which one of the crisis manager mods broke it.
烽燧煜明 8 Jun, 2019 @ 5:46am 
still waiting……for 2.3.*
im not capping 29 Mar, 2019 @ 12:53am 
Am I the only one where clicking on any of the configuration buttons on the menu for Fallen Empires just triggers the configuration menu?
Wüstenfuchs 7 Jan, 2019 @ 1:39am 
すばらしいです!
fdymod 18 Dec, 2018 @ 7:35pm 
Oh no......
Daeft 10 Dec, 2018 @ 10:55am 
Thank you for the hard work NaK1119 :steamhappy:
NaK1119  [author] 7 Dec, 2018 @ 12:43am 
@Grate No. Please wait for update of this mod. It probably takes several months.
Great 6 Dec, 2018 @ 3:26pm 
Does it work with 2.2 ?
NaK1119  [author] 10 Oct, 2018 @ 2:32am 
@Malrama
If you do not change any configurations in this mod, this mod will not change/modify actual events or other actual effects from vanilla.
In other word, this mod works significantly only if you change any configurations of this mod.

However, this mod changes/modifies internal processing even if you do not change any configurations in this mod. So, it does not solve a compatibility issue between this mod and another mod to unchange configurations of this mod.
Wubbbi 8 Oct, 2018 @ 5:37pm 
Hello :)

Do any of your crisis manager actually change something or are they just manager for changes? I mean, do they come with changes by default or will they only change things once I configured them. If that makes sense.
Galen Wrathweld 2 Oct, 2018 @ 7:09pm 
What exactly would happen if you ran this with Zenith of a fallen empire mods? Would it cease function or effect? Thank you.
Axneth Ironswift 12 Sep, 2018 @ 10:02am 
ah found it! Much obliged for the response.
NaK1119  [author] 12 Sep, 2018 @ 2:28am 
@Axneth Ironswift
The menu of this mod can be accessed anytime in the game.
This can be done from !Mod Menu , but not from edicts.
Axneth Ironswift 11 Sep, 2018 @ 10:19am 
Hello! I had a small question, are you able to access the crisis menu after the game has started? Was looking about my edicts but did not see them.
mscomies 6 Sep, 2018 @ 1:43pm 
Never mind. I'm assuming it'll be updated mid-Sep along with the endgame crisis manager
mscomies 6 Sep, 2018 @ 1:41pm 
Any issues with this mod and the new 2.1.3 patch?
137438 3 Aug, 2018 @ 11:09pm 
@NaK1119
The origin crisis manager seems work well with ISBS
NaK1119  [author] 3 Aug, 2018 @ 5:23am 
@137438
Although I've NOT done test play, it seems to be compatible as far as I read source code.
137438 2 Aug, 2018 @ 8:22pm 
Compatibility ISBS Doom?
Sentry Ward 22 Jul, 2018 @ 7:31am 
JFYI: seems like compability issue with had's Human Fallen empire
NaK1119  [author] 19 Jul, 2018 @ 1:32am 
@Sherwood374
" Temp. Edition for Khan " has been released for Horde crisis, though it is provisional mod.
CoffeeMakesMe 16 Jul, 2018 @ 9:36pm 
I'm here because I've gotten the contingency three times in a row. Only once as an AI; its the only endgame I've seen so far haha
Lord Malkus 16 Jul, 2018 @ 1:22pm 
You are a saint. First the standard Crisis Edition and now a FE/AE Edition, this could make galactic events far more chaotic and full of excitment.
Birddog103 15 Jul, 2018 @ 5:58pm 
thanks for the reply! normally dont get one when i have issues. great mod btw
NaK1119  [author] 15 Jul, 2018 @ 4:43pm 
@y4wgmoth
Yes, you can do it from "Manual Operations".
But, only 4 fallen empires can be manually awakened, but fallen machine empire can't.Fallen machine empire can be awakened as Guardians of the Galaxy.

@Birddog103
I forgot to add " !Mod Menu " to "required items".
Please subscribe and enable it, and the menu can be opened.
Birddog103 15 Jul, 2018 @ 3:31pm 
how do i access the menu further into the game? i cant find where to open it
y4wgmoth 15 Jul, 2018 @ 2:55pm 
Oh wait I see in the desciption, so I can forcibly awaken any FE whenever I want?
y4wgmoth 15 Jul, 2018 @ 2:54pm 
So if I have 5 Fallen Empires in my galaxy can this mod allow them to all awaken?
Zag14 15 Jul, 2018 @ 1:23pm 
Thanks for reply! Really love your mods
NaK1119  [author] 14 Jul, 2018 @ 8:18pm 
@Cpt.Kirk
(1)Bigger Fleet of FE/AE
I wish I could, but it's too difficult.
Since although fleets of FE are created on game start, the settings of this mod are applied after game start.
How about using Dynamic Difficulty mod?

(2)Titans
Good idea. I'll make "Manual Operation" to be able to simply add Titans (and/or Colossus) to the Navy of FE.


Battlespark 14 Jul, 2018 @ 6:58pm 
Liked, and rated. Well done!
Zag14 14 Jul, 2018 @ 2:10pm 
Can you add option to make event fleets bigger and spawn with titans? Also check this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1361677196