Stellaris

Stellaris

The Sleeper 2 - Fallen Hivemind
68 Comments
FirePrince 1 Oct, 2023 @ 1:33pm 
Hey Smithy, nice the hear from you, it's a shame you're no longer there, but understandable. Thanks for your work and your offer. All the best!
Smithy  [author] 1 Oct, 2023 @ 12:58pm 
yo, thanks man. I stopped actively playing the game a while ago because it eats up time like crazy. Felt kinda pointless to keep updating mods when I have to keep relearning the code and gameplay every few dlcs. To anyone interested: My mods are up for grabs, you can update them and do whatever, as long as you give me credit.
FirePrince 30 Sep, 2023 @ 1:32pm 
Great mod, I made an update for 3.9.* https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3043795628 (It would be a shame if it died)
H̷e̵r̶r̵ ̶W̵i̶n̶g̶e̸l 19 Sep, 2022 @ 1:23pm 
brocken in my save ;(
PCR_Anibal 4 Aug, 2022 @ 12:17pm 
Ah that was the issue, very bad RNG as it happened twice in a row, thanks!
Smithy  [author] 4 Aug, 2022 @ 10:03am 
@PCR_Anibal Not sure what the problem is, it spawns with fleets for me. What happens sometimes though is that a bordering FE decides to attack them and they usually win. Maybe load an early save und use the "observe" command to check if they had fleets in the past.
PCR_Anibal 4 Aug, 2022 @ 9:16am 
Hello! IT seems that in my games (maybe mod interaction?) the sleeper spawns with no fleets, and as such some empire always ends up declaring preventive war awakening the hive no later than 2250
Lemon 6 Jun, 2022 @ 6:47am 
I've noticed some issues with the Galactic Community.

It seems that it's possible to pass both 'Sleeper Sanctions' and the one that encournages attacking the Sleeper simultaneously. I've also encountered the AI proposing 'Sleeper Sanctions' after it's already passed.

This doesn't appear to crash the game, but it does clutter the proposed resolutions.

(Also on one occasion I repealed one of the resolutions and it didn't do anything. Presumably because it had been passed multiple times)
samsockeater 24 May, 2022 @ 9:41am 
why do the new shinies always come out midway through my games
Sjru 🐲 20 Mar, 2022 @ 10:06am 
That's fine that should have fixed the issue altogether since the empire that arised was not valid or something I think.
Smithy  [author] 20 Mar, 2022 @ 6:19am 
@Sjru 🐲 I just noticed these primitves start with the wrong habitability, so my guess is that that wrongly triggered a rebellion event, turning the primitve country into an advanced one. That is fixed now. Could not replicate the crash though, sorry.
Sjru 🐲 20 Mar, 2022 @ 12:04am 
Got a crash; apparently the fallen started attacking a primitive world it has in it's border and somehow that empire started to be recognised as an empire that it wasn't a real one and that started to make havok with other mods and scripts
Probably I'd check the interaction of primites and hostile fallen
Smithy  [author] 12 Mar, 2022 @ 11:54am 
Updated to 3.3.*. I also improved localization a bit and enhanced some scripts using the new script variables paradox added in the new version. I also added a sort of "soft compatability" for other mods that make FEs stronger: when truly awakening, the sleeper will now spawn fleets until it is superior to the other FEs.
Smithy  [author] 24 Feb, 2022 @ 7:54am 
@Sjru 🐲 No, I will update my mods sometime next week (probably)
Sjru 🐲 23 Feb, 2022 @ 8:43pm 
Is this still up to date?
Smithy  [author] 6 Feb, 2022 @ 3:37am 
@samsockeater should be, it only changes the shipdesigns.
samsockeater 5 Feb, 2022 @ 11:34pm 
hooray it updated, is the ACOT patch still valid?
Xelan 5 Feb, 2022 @ 4:52am 
Awesome! with 3.3 around the corner I hope this will be kept up to date wit the next patch too :)
RedPrometheus 5 Feb, 2022 @ 4:38am 
THANK YOU <3
Smithy  [author] 5 Feb, 2022 @ 4:35am 
MOD HAS BEEN UPDATED to version 3.2.* of the game. Enjoy.
Marrow 1 Sep, 2021 @ 7:34pm 
Aww dang this mod sounded super cool but dealing with 20+ blank popups a day makes it literally unplayable. Big mood.
Materialoss 4 Aug, 2021 @ 7:17am 
Is this mod not be update?
Can it work in 3.0.3?
Sketch 7 Jul, 2021 @ 12:22pm 
sir do please update
H̷e̵r̶r̵ ̶W̵i̶n̶g̶e̸l 16 Jun, 2021 @ 7:31pm 
Will the mod be updated?
Hastur 28 May, 2021 @ 10:14am 
May you update, sir?
Xelan 23 May, 2021 @ 1:46am 
nicebagdad 16 Apr, 2021 @ 2:47am 
@smithy I just realized that I made a mistake in my message from December 25th XD
it was 2271 not 2771 made a typing error, I now understand why you were confused by my message XD.

@Sjru give the modder some time, it will get update when he has time. I doubt you would enjoy getting pestered constantly 1 day after the update.
Sjru 🐲 15 Apr, 2021 @ 8:26pm 
Will this be updated?
TurtleShroom 6 Jan, 2021 @ 12:57pm 
Thank you.
Smithy  [author] 6 Jan, 2021 @ 4:09am 
@TurtleShroom See "Differences to version 1" for details.
TurtleShroom 6 Jan, 2021 @ 3:16am 
Has the issue of the Sleeping Hive never showing up been fixed? Does it finally get added by an Event so that it appears every time? Can it wake up more than once?
nicebagdad 25 Dec, 2020 @ 2:56pm 
the game starts at 2205, usually AE's only start after end game start year which is usually around 2400 so its def too early, I think that another mod must be fcking with AE dates, I am going to do some further research, thank you either way for confirming that its the true awakening, I now know something isn't quite right :-)
Smithy  [author] 25 Dec, 2020 @ 2:48pm 
@nicebagdad It is a true one. I haven't played the game in a while now, but isn't 2770 relatively normal for AEs? Otherwise you could use my debugtools to turn it into a feral one/outright kill it.
nicebagdad 25 Dec, 2020 @ 2:46pm 
btw, I meant benevolent interventionists, which is the awakened version of the Enigmatic Observers. so thats also a true awakening lol.
nicebagdad 25 Dec, 2020 @ 2:39pm 
it turned into ancient restorers, thats a true awakening right?
Smithy  [author] 25 Dec, 2020 @ 2:12pm 
@nicebagdad you mean the sleeper had an actual awakening or the "feral" awakening? If it had a feral one it should get back to sleep after a couple of years.
nicebagdad 25 Dec, 2020 @ 12:46pm 
a dumb ai empire just awakened the sleeper at year 2771, now I have benevolent isolationists fighting it. These are fallen empires with millions of fleet power because of ACOT fighting each other after only 66 ingame years. Is there a way to prevent the AI from attacking them recklessly? I legit don't know how to prevent early awakened empires at this rate :-(
Jay248 19 Dec, 2020 @ 11:06am 
now this is epic
Smithy  [author] 14 Dec, 2020 @ 12:11pm 
right, its not contingency, but high tier acot stuff (I am unfamilliar with acots lategame). According to the ACOT code, you can only get phanon stuff if your empire has the "acot_phanon_tech_enabled" flag, which I am guessing you normaly get when you raid the phanon vault. Can you check for me if the sleeper in your game has this flag? You can use "print_flags " followed by the sleepers empire ID in the console.
Smithy  [author] 14 Dec, 2020 @ 10:53am 
that mod should work here, since it only changes defines/calculations, not actual ship designs. I think the sleeper is using the contingency weapons from ACOT override, which it should not. Should be fixable.
Cosmic Cat 13 Dec, 2020 @ 2:14pm 
It's this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2288335512

The starbases are insane, check the damage:
https://i.imgur.com/WrtffQx.jpg

I guess it's because it for some reason copied the Phanon starbase template (from ACOT) instead of a normal FE? Is there some compatability patch to stop this from happening perhaps? That override patch seems to buff them.
Smithy  [author] 13 Dec, 2020 @ 12:07pm 
@Starlet The starbases are a straight up copy of one of the vailla FEs. Not sure what mod you are taliking about, but I guess CaptainKampfkeks is right.
CaptainKampfkeks 13 Dec, 2020 @ 9:31am 
Or perhaps those starbases are untouched by that mod?
Cosmic Cat 13 Dec, 2020 @ 9:27am 
Hi again! I'm wondering if their starbases are perhaps a bit too strong? :D: I'm playing with a mod that lowers fleet powers (to avoid the overflow stack bug) and according to the game Sleeper starbase has 134 million power, lol. With vanilla fleetpower that would be like... 1 billion or so? :lunar2019shockedpig:
Moncher 8 Dec, 2020 @ 11:54am 
Then I was spectacularly unlucky because the Sleeper went berserk in 2261.
Smithy  [author] 8 Dec, 2020 @ 9:46am 
@UltimateSpinDash It should always spawn, although it may not spawn if there is no space left. So a small galaxy + mods that add a lot of star-clusters (like wildspace for example) may prevent it from spawning.
@shee.per There is an "aggro value" that will frenzy it once it reaches 1000. it increases by a random, although very small amount every ten years, with chances based on the state of the galaxy. You would have to either play for a long time or get really unlucky for that to trigger it by itself. Another possibility is a war in heaven, since that also adds a lot of points.
Moncher 7 Dec, 2020 @ 10:04pm 
Is the Sleeper supposed to enter a frenzy if none of its supposed triggers occur? Because I don't think anyone provoked it in my game.
UltimateSpinDash 7 Dec, 2020 @ 2:53pm 
Does the Sleeper spawn right at the start or are they added sometime later? They didn't appear during a test run where I revealed the entire galaxy.
Smithy  [author] 1 Dec, 2020 @ 10:04am 
Thanks!
Cosmic Cat 1 Dec, 2020 @ 2:19am 
Hi! It awoke when there was only me and one more AI empire left (was playing on a tiny galaxy), and destroyed the other one first together with Grey Tempest - then came for me.

I understand that it's difficult to balance stuff but I think you did a good job :-)