Stellaris

Stellaris

TMP's Mercenary Enclave
19 Comments
Flashmeister 27 May, 2022 @ 3:48pm 
loss
Spider 4 Jun, 2019 @ 11:06am 
Can you update for 2.3?
Liseq 25 Dec, 2018 @ 3:47am 
Hi,

there is a small bug related to hiring mercenaries. When you hire a mercenary you gain an empire buff (-100 energy per month i.e) right? Well there is no correct text for it. I.e I have something like: enclave_beam_xyz_zyx rather than "Enclave Beam Contract" or something like that.

Btw: some suggestion: please add admirals to the fleet just like marauders have (and they cannot be removed).

some suggestion2: 3-4 k fleet power for 100 energy per month is little weak. Marauders for 9000 gives you 10k fleet. Maybe some buff?
北内雪崩型 19 Dec, 2018 @ 11:53am 
Will it works with existing savegames?
MightNight 18 Dec, 2018 @ 4:01pm 
How come no more compatibility with speed dial? :(
jtexasboyz 5 Dec, 2018 @ 5:03pm 
I miss the old mercenary mod which was made long ago before mauraders. This concept is fine and more in line with the game today.
Zeratul Vergil 4 Dec, 2018 @ 5:50pm 
Are both mercenary mods compatible with each other?
Can both activities at the same time?
Thanatos996  [author] 3 Dec, 2018 @ 2:18pm 
Not at all! Thanks for the feedback.
kerrigan1603 3 Dec, 2018 @ 4:36am 
Fair enough. Sorry if i came across as a dick. :steamsad:
Thanatos996  [author] 2 Dec, 2018 @ 5:01pm 
@Random Not really, the marauders offer you significantly fewer options and don't scale with time so they're only useful in a narrow window of time.

@kerrigan Criticism is welcome, no offence taken. But I don't see how you could objectively say the other Mercenary Enclave mod did it better. First, it has an entirely different concept-- you don't control the fleets, you can't hire fleets permanently, you can't get an admiral from them, and there's no variation in the fleet weapon types. Second, it doesn't redo the gui/flag to make mercenaries stand out from the other enclaves, which is something I focused on. Third, somewhat irrelevant point, tbqh I had no idea there was another Mercenary Enclave mod until I was halfway into making this one, so by that point I was going to make this anyway and points 1 and 2 made me confident it would stand out. If you don't feel that way, that's fine, but I don't think you could flatly say my logic doesn't also make sense.
kerrigan1603 2 Dec, 2018 @ 9:19am 
There's already a mod called Mercenary Enclave thats does this better. What makes your mod stand out from the rest? No offence.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=821458136&searchtext=Mercenary
Solar™ 2 Dec, 2018 @ 8:08am 
Isn't this mod redundant because of marauders?
FlamingFeather 28 Nov, 2018 @ 6:44pm 
@thanatos996 Thank you. At least my level 5 admiral will not die in vain. XD
Thanatos996  [author] 28 Nov, 2018 @ 1:12pm 
@FlamingFeather just uploaded a fix that prevents that from happening. Also fixed some other outstanding bugs I caught. Thanks for the report!!
FlamingFeather 28 Nov, 2018 @ 3:13am 
WARRNING! Remove your Admiral from the fleet BEFORE ending contract. Otherwise your admiral will DIE.
Thanatos996  [author] 26 Nov, 2018 @ 1:34pm 
@tmonahan23 I have no one to test multiplayer with, and unlike with marauders the AI cannot use enclaves, but the intended functionality is to have multiple different empires be able to hire fleets from the same merc enclave.

And who knows @Argenblack! Maybe when I revisit this mod post Le Guin I'll change the names. Honestly though I'm partial to the faux refinement of the Beam Institute. They're a great contrast to the other two xD
tmonahan23 26 Nov, 2018 @ 12:43pm 
Can multiple different empires hire fleets from the same merc enclave. I know with maruaders.. if empire A bought a fleet then my empire cant. Wonder if your merc enclave does this ?
Argenblack 26 Nov, 2018 @ 12:39pm 
This mod sounds hilarious. That said, may I suggest renaming the beam mercs to "Lazer Blazers?" :p
tmonahan23 26 Nov, 2018 @ 12:14pm 
Great to see you release this 😁