Stellaris

Stellaris

End Boss [3.10.*]
39 Comments
youtubitz 9 May @ 3:42pm 
if this is ever updated it might be nice if it were able to increase deep space citadel's per system
youtubitz 8 Feb @ 12:05am 
This may need an update when 4.0 comes out (maybe it can provide bonus's to the new trade system).
Persepheus  [author] 8 Feb, 2024 @ 10:02am 
fyi regarding "trigger:distance_to_empire is propper than trigger:distance": The mod is far older than these triggers and I updated it, when they were first available. At that time trigger:distance_to_empire just didn't work, thats the reasoning. I wonder, if it works now, but I certainly won't test it ;)
FirePrince 7 Feb, 2024 @ 12:15pm 
Yea, nothing game breaking, only nerdy optimisation attempts 🤓 However nice mod ... now 👍
TheFlyingPotato  [author] 7 Feb, 2024 @ 10:05am 
Good spot for the on_action, it's interesting how calling an event from a country scope on_action "just works" (nothing in the log too).

The scripted effects make the code far cleaner though, so I'm not sure if I want to remove them. :P
Haven't experienced any slow caused by scripted effects (and you must know what I did with them lol), but I'm gonna trust you on this one (during game or only during game load though?).

Gonna check that trigger, but it looks quite similar. However, if a country has more than one system, it could lead to a shorter distance than checking for the distance between the capitals. Unlikely scenario I know, but advanced starts do exist

on_mid_game_pulse in case the mod is installed in a multiplayer game on an existing save game? Or is there other benefits? Or do you mean "add a second endboss" (bit out of scope, but I could add a mod menu to configure it I guess)

Gonna add the fixes this weekend probably, they are not gamebreaking from my tests
FirePrince 6 Feb, 2024 @ 2:21pm 
Also maybe trigger:distance_to_empire is propper than trigger:distance
FirePrince 6 Feb, 2024 @ 2:07pm 
Nice, but I would really not add new scripted effects only for one usage. Every new scripted effect slows down everything a tiny bit (unnecessary, constantly and steady exponentially).
One mistake I spotted 'on_game_start_country' should be 'on_game_start'.

I would suggest this additional event on 'on_mid_game_pulse'.
PS: I adapted this idea in AllThatIsGrimdark.
TheFlyingPotato  [author] 4 Feb, 2024 @ 9:32am 
Updated to 3.10.*
Small fixes to the modifier (pop assembly bonus didn't work) and added some fallback script in case no country in the game was eligible to become the endboss (if they were all pacifists for example).
Also optimized the script as suggested by FirePrince :)
TheFlyingPotato  [author] 14 Jan, 2024 @ 5:02am 
Should work fine in 3.10. Small issue is pop assembly bonus not working (it got renamed). And as FirePrince said, it's not the most optimized, but that's not an issue (it only runs once on game start, so no performance problem once you play).

If you read this Persepheus, I got a local update you might be interested in (performance, variable and log cleanup, pop assembly fix, update to work on an existing save). I'm "Erdnuss" on the Modding Den.
FirePrince 22 Oct, 2023 @ 1:18am 
Just a small hint (from modder to modder coding wise). I mean this mod is a good example how to use effect loops wrong. Instead of scanning hundreds or thousands of galaxy planet twice you should only scan each playable country (and probably clear the var afterwards).
PookySmile 16 Sep, 2023 @ 2:39am 
Works fine in 3.9
youtubitz 7 Jul, 2023 @ 5:22pm 
Cool
Persepheus  [author] 6 Jul, 2023 @ 11:12pm 
updated ;)
youtubitz 6 Jul, 2023 @ 3:35pm 
Me again is it possible for this to be updated to 3.8
youtubitz 3 Dec, 2022 @ 4:56pm 
It seems to be working thanks
Persepheus  [author] 3 Dec, 2022 @ 12:50pm 
maybe try it with the government tab (top left) open. just copy exact whats in the quotes: "effect add_modifier = { modifier = endboss }"
youtubitz 2 Dec, 2022 @ 2:10pm 
it's active i find the empire that spawns with endboss and remove it but it won't be added to the custom empire that i want to be endboss
Persepheus  [author] 2 Dec, 2022 @ 2:53am 
@youtubitz Are you sure, the mod is active? ;) It works, I tested it. the return should be "Effect description: Endboss modifier added, giving the following effects:", followed by 15 lines of effects. good luck!
youtubitz 1 Dec, 2022 @ 4:07pm 
and that disappear's when the game is reloaded
youtubitz 1 Dec, 2022 @ 4:06pm 
finally got back into the game and tried swapping the endboss effect but the empire i added it to just got a question mark without any description in it's modifier's section instead of the endboss buff
youtubitz 5 Nov, 2022 @ 1:34am 
@persepheus cool thanks sorry it took me over a month to notice your reply i have been taking a break during the 3.6 beta waiting till mods update after the actual update
Persepheus  [author] 28 Sep, 2022 @ 11:23pm 
and to remove, same idea, only "remove_modifier = endboss"
Persepheus  [author] 28 Sep, 2022 @ 11:21pm 
@youtubitz Yes. you have to be the country, so with "debugtooltip" you find the id of the country, then "play id" (with the found id), then "effect add_modifier = { modifier = endboss }". Then "play 0" to switch back to your country. Make sure, that nothing is selected, while you type this ;)
youtubitz 28 Sep, 2022 @ 9:45pm 
Is there any way to add and remove the end boss modifier with the in game console
GreyMagic 25 Apr, 2022 @ 12:29pm 
oh my god, ouch. Probably should not have been running starnet, that beast had multiple million fleet power fleets.. and completely decimated me..Fun mod, though.
Fernando Cruz 11 Apr, 2022 @ 9:30pm 
Time to die
:c98:
Kira 10 May, 2021 @ 1:37am 
:D
Persepheus  [author] 9 May, 2021 @ 3:19pm 
Updated to 3.0.x
Kira 9 May, 2021 @ 9:19am 
Thank you :)
Persepheus  [author] 9 May, 2021 @ 7:54am 
probably not, I will look into it later :)
Kira 9 May, 2021 @ 3:08am 
Is this still working?
kreaturen 21 Nov, 2019 @ 11:50am 
Question: Does this mod somehow passify the chosen end boss until later in the game?

I ask because I've tried it once so far, and sure enouh, the usual suspect among my custom empires got chosen end boss, a hostile machine empire. It was immensily powerful, but didn't involve itself in galactic affairs at all. It could have steamrolled galactic society like it was nothing, but didn't. I quit the game around year 2400 without finishing.
Persepheus  [author] 11 Aug, 2019 @ 12:17pm 
sry, not savegame compatible. Also it would choose the furthest away empire, regardless of its strength
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 9 Aug, 2019 @ 7:31pm 
Can this be used on an existing save? Or is it purely on the start of a /new/ game?

I have an empire in my current game that I designed to be a major threat that is just as weak as the rest of my AI companions compared to me. It'd be lovely to make them a real threat.
Red-Eyed_Gelynome 22 Jun, 2019 @ 10:34am 
Can you create a version for devouring swarm? then instead of "on_game_start", can you set it on "mid_game_pulse", mid game is kinda dull. Would love to see a DS go wild.
Persepheus  [author] 18 Jun, 2019 @ 4:54am 
This is not really an AI mod. The AI simply gets a buff, so it's very unlikely that it conflicts with anything.
Glytchmaster 17 Jun, 2019 @ 10:36pm 
Would this conflict with the Enhanced Subjects mod? I read somewhere that most AI mods conflict with one another.
Persepheus  [author] 16 Jun, 2019 @ 10:24pm 
It begins at the start.
TurtleShroom 16 Jun, 2019 @ 4:45pm 
Does this begin at the galaxy's start, or in the Late Game?