Stellaris

Stellaris

Marauder Expanded: Dwamak Editions
90 Comments
Ciaphas Cain 31 Jul, 2024 @ 11:11am 
So does this still work??
Diiablox 4 Jun, 2024 @ 2:00am 
This is fantastic. Is there any way you know of to allow customisation of Marauder empires? even if it's just the portraits, his would work so well for Orks in my 40k game aha
Kamisori 21 Mar, 2023 @ 12:18am 
is this compatible with the other marauder mods?
n.pedrazalis 1 Dec, 2022 @ 2:47am 
Hello uptate for major uptate last version please all mods are broken thank you
n.pedrazalis 11 Nov, 2022 @ 1:01am 
uptate ? please
Sjru 🐲 23 Feb, 2022 @ 8:02pm 
Update?
Punished Dwight 31 Oct, 2021 @ 12:10pm 
Thanks, I'll give it a better look. Sorry for being lazy.
Cheers!
Chirumiru ShiRoz  [author] 31 Oct, 2021 @ 12:08pm 
I have no clue, you have to check what does the mod change, and see whether they overwrite the same things.
Punished Dwight 26 Oct, 2021 @ 6:05am 
@Chirumiru ShiRoz Do you think your mod is compatible with Fire Prince's?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2508704523
Do'tasarr o Khajiit 21 Jun, 2021 @ 5:01am 
Is this mod still working? Marauders are being demolished way too easy by everyone in my galaxy
Sjru 🐲 15 Apr, 2021 @ 7:43pm 
Will this be updated¿
CaptainKampfkeks 26 Sep, 2020 @ 2:07pm 
If you go through the comments, they field fleets that go into the millions. So with your few hundred thousands, you'll get deleted. :D
ShinyNobody 26 Sep, 2020 @ 11:05am 
How storng should the fleets be? i think i have a deadly mod combo a stongest fleet is 220k, then 3 140k and 3 70ish XD i DEEEEEED
Chirumiru ShiRoz  [author] 27 Mar, 2020 @ 5:37am 
I'll need to know which part of the mod is not compatible, since this mod doesn't really overwrite any marauder event files, only their scripted effect spawn scripts.
Exende 26 Mar, 2020 @ 7:02pm 
last I checked this mod isn't really fully compatible with Mid-Game Crisis manager, has this been changed? If not, do you plans to make it fully compatible?
Chirumiru ShiRoz  [author] 18 Mar, 2020 @ 2:17am 
Yes
Sjru 🐲 17 Mar, 2020 @ 8:39pm 
Will this be updated?
Spider 3 Dec, 2019 @ 1:53pm 
Works just fine with 2.5 that I've seen.
ekoparker 12 Nov, 2019 @ 10:13am 
Does it work with NSC?
Chirumiru ShiRoz  [author] 5 Nov, 2019 @ 6:24pm 
Should be, I will update it to 2.5 soon.
Sjru 🐲 2 Nov, 2019 @ 7:57pm 
Does this work in 2.5?
Tadpole 20 Apr, 2019 @ 2:33pm 
Thank You
Chirumiru ShiRoz  [author] 20 Apr, 2019 @ 1:33pm 
I do not see why it would not.
Tadpole 20 Apr, 2019 @ 12:44pm 
Does this work with NSC2 mod ?
dan5tr4n63r 16 Apr, 2019 @ 3:30am 
Aaaa OK...i do have 3 marauders on the map...i didn't know the more you have of them the more it takes to spawn GK...next game i will only get one marauder...Is the same with war in heaven event?...the more FE you have the less likely to spawn a war in heaven?
Chirumiru ShiRoz  [author] 16 Apr, 2019 @ 2:57am 
Which is why I suggest to just grab the Mid Game Horde 100%, which will simply make the Horde happen exactly at the start of mid-game year.
Chirumiru ShiRoz  [author] 16 Apr, 2019 @ 2:57am 
Again, that is how the base game is, the MTTH can take up to 100 years after 10 years of mid-game. It will also have twice the amount of time if there are three marauders.

This means that you can get up to 200 + 10 years after mid-game before Marauder Horde happens.
dan5tr4n63r 16 Apr, 2019 @ 2:35am 
But my game has 2300 as mid game...and now 2389 the GK has spawn...90 years after mid game...so is not 30-50ish...more like 30-90ish..
Chirumiru ShiRoz  [author] 16 Apr, 2019 @ 2:15am 
This mod doesn't alter the Khan spawn chance at any shape or form, it doesn't alter any events, its basically how marauder horde is supposed to happen in vanilla.
Chirumiru ShiRoz  [author] 16 Apr, 2019 @ 2:14am 
No. If you have 100% Mid Game Khan, the Khan will always spawn exactly as the year you put the mid game year as.
dan5tr4n63r 16 Apr, 2019 @ 2:13am 
So with "100% Mid Game Khan." mod enabled and this one, the GK will spawn 2250-2285ish and just with this mod alone, the GK will spawn 30-50+ after the 2300????...if i got this right...pin it to description...if you want of course..
Chirumiru ShiRoz  [author] 16 Apr, 2019 @ 1:57am 
I suggest to just grab the 100% Mid Game Khan.

Without it, it can take almost over 30-50+ years after Mid Game for GK to happen. In one game, I set Mid Game to 2250, the Great Khan appears at 2285ish.
dan5tr4n63r 16 Apr, 2019 @ 1:53am 
Again started another game and the year is 2386 and still no Great Khan spawn...i disabled a lot of mods(not all) and still so late with no Khan spawn...I really wonder if is just me or if this is normal for this mod...i'll let you know when they really do spawn(the year)...Could this be interfering with Gulli's ship components???(that's the major mod enabled that the AI take advantage of).
Chirumiru ShiRoz  [author] 2 Apr, 2019 @ 6:50am 
I am memeing Sekiro : Shadows Die Twice lol
dan5tr4n63r 2 Apr, 2019 @ 5:21am 
@Chirumiru ShiRoz ...Great...But don't they die twice?...or you mean specifically to just Khan to die twice?...so then it would be 3 wars(1khan 2khan 3his successor)???
Chirumiru ShiRoz  [author] 2 Apr, 2019 @ 4:07am 
Also while my roster is full atm, I plan to eventually get back to this mod and expand upon it.

I will make Marauders great again.

Great Khan : Marauders Die Twice
Chirumiru ShiRoz  [author] 2 Apr, 2019 @ 4:06am 
Yes they are compatible.
dan5tr4n63r 2 Apr, 2019 @ 3:27am 
@Chirumiru ShiRoz Is 100% Horde Mid-Game compatible with your mod by any chance?...if so...you should add it to your mod description(maybe)...if not...is ok...i like this mod...is funnier...you have a sense of humor in your mod that i like..the reason i asked is because is the first time Great Khan spawns almost to the War in Heaven...
Chirumiru ShiRoz  [author] 1 Apr, 2019 @ 8:54pm 
The marauders by default has a very lengthy time before they turn into a horde, if you want them to awake faster, try the 100% Horde Mid-Game.
dan5tr4n63r 1 Apr, 2019 @ 1:53pm 
In my recent game...the marauders(i.e great Khan) spawned almost to 2400...is there something wrong to my game?...and after a few years the fallen empires awoke...LOL:steamhappy:
Chirumiru ShiRoz  [author] 1 Apr, 2019 @ 10:46am 
a real one lol.

I noticed that the marauders tend to die way too easily lately, so I buffed them a bit.
tmonahan23 1 Apr, 2019 @ 10:45am 
Is this a April Fools update or a real one lol 🤗
Chirumiru ShiRoz  [author] 28 Mar, 2019 @ 3:50am 
I really need to squeeze sometimes to go back to this mod. I have so much concepts and designs for the marauders that I never get to really implement them >.>
Joles 28 Mar, 2019 @ 2:09am 
OK..thanks for the quick check. I think it is related to raid and war happening at the same time for the involved parties. Somehow the raid-fleet misses a check or so. But really hard to tell. The last instance a small fleet was very slowly destroying the much bigger raid-fleet hovering over a planet without any resistance until another fleet came in.
Chirumiru ShiRoz  [author] 28 Mar, 2019 @ 12:29am 
Yep, I rechecked everything and cannot find anything that'd be related to it. I think this may be a vanilla issue.
Chirumiru ShiRoz  [author] 28 Mar, 2019 @ 12:25am 
I think I have seen that happen once or twice but I checked the files and cannot see any problems at the moment, I will check again just in case.
Joles 27 Mar, 2019 @ 11:40pm 
Hi..in principle great mod but I think for 2.2.6. it has a bug where raiding fleets (also for the Khan event) stay neutral when get attacked. They seem to be stuck in the process of raiding a planet or being hostile to a raided country. They defend themselves when another fleet is comg in to attacl. Of course that is so seldom you see it as a player that you can hardly play-test it (I saw three instances of it). This was not updatetd for 2.2.6. so maybe that broke something.
eldiabs 12 Dec, 2018 @ 12:36pm 
That ADS looks awesome! Trying now. This is what space pirates should be.
Chirumiru ShiRoz  [author] 9 Dec, 2018 @ 8:51am 
So uhh I updated this mod to 2.2

WHY DID I UPDATE THIS BEFORE MY OTHER MODS???
Chirumiru ShiRoz  [author] 17 Oct, 2018 @ 4:46pm 
I also added the She of the Void's weapons but they are not yet implemented and the techs are hidden. But if you really want to try being palpatine, you can try console to get them lol.