Stellaris

Stellaris

More Crisis Ships
40 Comments
Ajey  [author] 15 May, 2020 @ 6:59am 
@breloom1994

this mod was officially abandoned after 2.4.
an updated version of this mod is included in Aesthetic Cinematic Gameplay
or if you want to play without ACG and only this mod then you might want to use another mod like the one mentioned by Red-Eyed_Fairace
breloom1994 15 May, 2020 @ 5:59am 
Hi, just a kind remind that I have found this mod is causing the popping-up empty windows after Ver 2.7. The problem is due to the core code changes in the main game. The codes: "count_owned_ships""count_fleet_ships""every_pop" are not working anymore. Consider to use "count_owned_ship" "count_fleet_ship" and "every_galaxy_pop" instead.
Red-Eyed_Gelynome 21 Mar, 2020 @ 7:16pm 
Ajey  [author] 20 Mar, 2020 @ 2:58am 
@Inimicus
Chickenhunt and Chondrite are content contributors - meaning that i was allowed to use and rework their mods to merge them into my overhaul project. having said that i also like a very balanced vanilla+ experience regarding additional content - that's why i created this mod. Imo other mods are not balanced.

Apart from that i like a reworked graphical experience and also a better challenge regarding crisis. therefore i would just recommend to read the mod's description of Aesthetic Cinematic Gameplay and maybe also watch one of the videos in the mod's description to get a feeling how a battle looks like with this mod enabled. i will post a patch for ACG and stellaris 2.6.1 today :)
Inimicus 20 Mar, 2020 @ 2:24am 
Ah awesome, I'll take a look into it. I'm more of a Vanilla+ Player. But considering Yourself, Chickenhunt and Chondrite are involved I have a lot of faith it'll be quality stuff.
Ajey  [author] 14 Mar, 2020 @ 2:20am 
@Inimicus
thank you :)
if you use my new mod then this mod is going to be implemented :)
Inimicus 14 Mar, 2020 @ 2:12am 
Aw, sad to hear, this mod really helped give the crisis more of a punch, and their fleets didn't look so pathetically small in comparison to your own. Hopefully future updates don't break this mod, cause for me it's a must have. Good luck in your future modding endeavours, Ajey! :)
Ajey  [author] 3 Mar, 2020 @ 2:09am 
**************************************************************************************************************
*** THIS MOD IS OFFICIALLY ABANDONED

NEW MOD: AESTHETIC CINEMATIC GAMEPLAY RELEASED ***
**************************************************************************************************************
JoniMega 3 Dec, 2019 @ 2:23pm 
I had a great game with this mod. I put x5 crisis strengh and I managed to survive xD
Thanks for this great mod.
Ajey  [author] 12 Nov, 2019 @ 6:17am 
@JoniMega
yes this should still work
JoniMega 12 Nov, 2019 @ 5:15am 
Do this mod work with 2.5?
Ajey  [author] 8 Nov, 2019 @ 7:49am 
@Artruis
unfortunately right now i don't have time to make such a submod sorry
Artruis 8 Nov, 2019 @ 12:14am 
can you create a branch that only increase ship numbers for the final end game crisis? I kinda wanna fight the tyrani - i mean the prethoryn but cant be bothered with the pirate crisis.
Ajey  [author] 21 Oct, 2019 @ 8:56pm 
@Waseda an interesting idea but i don't know if this can be modded to be honest :)
avasark ♫ 21 Oct, 2019 @ 3:51pm 
this is cool but what about making crisis more aggressive so they move their fleets non-stop and use jump drives ?
Ajey  [author] 11 Oct, 2019 @ 6:13am 
Updated for 2.4 + new launcher
Ajey  [author] 19 Aug, 2019 @ 9:54am 
well i tried to keep it a little bit more balanced and performance friendly ;)
Klonter77 von Planet77 19 Aug, 2019 @ 8:20am 
We need more than 500 ships per fleet, tha will it make just amazing
Ajey  [author] 12 Aug, 2019 @ 8:24am 
*** News: some days ago stean released an update that seem to cause issues for some people using mods with stellaris. If you are stuck in loading screen, this may help you:
1. go to Documents/Paradox Interactive/Stellaris
2. delete everything in this folder except "save games"
3. restart stellaris
=> you will have to reactivate your mods again but the game and mods should work properly again***
Ajey  [author] 13 Jul, 2019 @ 5:28am 
***Update: removed a file that became unnecessary after previous update of stellaris***
Ajey  [author] 11 Jul, 2019 @ 7:40am 
***News: today stellaris 2.3.3 patch went live. This mod should be compatible with 2.3.3 without any further update***
Ajey  [author] 5 Jul, 2019 @ 8:57am 
***Update: increased possible fallen empire fleet size a little bit by adding one additional file to the mod => won't affect compatibility in a reasonable way because it's no vanilla file and this was only done for optimizing the mod***
Ajey  [author] 29 Jun, 2019 @ 10:38am 
ACOT buffs each individual crisis ship too much. If i wanted to integrate more crisis ships into ACOT i would need to modify too many values of ACOT in order to reduce each individual ship strength again (because otherwise crisis would be overpowered too much) by making too many assumptions what would be right.

So long story short: this mod is not compatible with ACOT at the moment and i will only include compatibility if and once i did rework ACOT for my other main mod (=ACG). I hope for your understanding and meanwhile ask you to either use ACOT or this mod :)
Spirit 29 Jun, 2019 @ 9:33am 
can you add a sofe compatibility patch ? this mod change the equipment of crisis fleets and add a titan per fleet
Ajey  [author] 29 Jun, 2019 @ 12:57am 
***Update: Unbidden are now also included into this mod***
Ajey  [author] 29 Jun, 2019 @ 12:22am 
@pyr0kid you are right that this mod adds more ships to the crisis fleets mentioned in mod's description i.e. buffs them. Although @Spirit you are also right by claiming i did not change the unbidden.

The reason for that was, that the unbidden files are not located in the same folder as the other files that i modified for this mod (i.e. not in scripted_effects folder) and when i first created this mod a long time ago i did not find the location for unbidden fleet modification.

I think i do know now where the necessary unbidden files are and i will soon release an update to this mod that will also include an increase to the amount of unbidden ships and maybe also some other adjustments. Thank you both for your comments! :)
pyr0kid 28 Jun, 2019 @ 11:25pm 
does adding a few hundred % more ships not count as a buff to you?
Spirit 28 Jun, 2019 @ 11:20pm 
no unbidden buff ? meh
Ajey  [author] 4 Jun, 2019 @ 1:54pm 
you are welcome :)
pyr0kid 4 Jun, 2019 @ 1:54pm 
thanks for the quick patch
Ajey  [author] 4 Jun, 2019 @ 1:27pm 
***Updated for 2.3***
Ajey  [author] 24 Apr, 2019 @ 11:15am 
i am currently busy with working on a bigger cinematic graphics overhaul which is close to being released. didn't touch districts yet but i can try to help you once i am done with that (you can add me)

nonetheless i would recommend to join the stellaris modding group and also join the paradox forum / Stellaris / user mods. you can ask questions like this there and get answers usually pretty fast :)
Ydrials 24 Apr, 2019 @ 11:08am 
Didn't expect you to answer so fast lol. Thanks, anyways!

Also, have you tapped at district modding? I haven't touched stellaris modding before, and I want to give it a try changing the housing/jobs that mining/generator/farming districts give. Know anything that could help me achieve that?

Again, thanks for being so helpful :D
Ajey  [author] 24 Apr, 2019 @ 10:49am 
Do whatever you want mate! :)
Ydrials 24 Apr, 2019 @ 10:48am 
Hello, is it alright if I make some changes to your mod? I want to play a mod list with some friends and use your mod, but I already use another mod that buffs the ship equipment of the crises/FE. What I want to do is cut the ship counts roughly by half, so we at least have the chance to beat them. Of course, I'll link your mod if I ever upload the changes here on the workshop.
Ajey  [author] 22 Apr, 2019 @ 10:14pm 
I am happy if you like it! :)
cncHD 22 Apr, 2019 @ 4:07am 
Thanks for this awesome mod! I always disliked the amount of end game crises ships in the current versions. The oldschool amout of ships was much better. Thanks for taking us back to the past again by increasing the number of ships!
Ajey  [author] 19 Apr, 2019 @ 10:12am 
like i wrote in the description: You can use it BUT there will be one restriction: every crisis fleet that already spawned until you activated this mod won't be affected by the changes of this mod.

Therefore f.e. the fallen empire and marauder fleets that spawned from the start of the game won't be increased because they are already in game.

ALL FUTURE SPAWNING fleets will be affected by this mod though. So if you did not trigger the Khan event yet or an awakened fallen Empire, you will still see huge fleets spawning once those events are triggered :)
Gun Built 19 Apr, 2019 @ 9:53am 
will this work with a already started game