Stellaris

Stellaris

Military Factions Reborn
58 Comments
guardian1368 29 Jul, 2023 @ 3:08pm 
same and also it still doesn't work they wont even count as enemy when npc use it
Augustus 25 Jan, 2023 @ 11:12am 
would love an update of this
guardian1368 5 Oct, 2022 @ 5:16am 
i cant remove the mod cause the ships are there so does anyone know how to remove the fleet cause game crash and since the ships wont move i cant get rid of it
guardian1368 5 Oct, 2022 @ 2:08am 
this mod broken cause they wont move from my capital to fight war and crisis
Xherdos 27 Jul, 2022 @ 6:02am 
god... i would really love to see a update for this mod, it's so nice to have Military Factions (kind of Mercenaries but they only work for you)

Anyone knows a good mod that is like this?
AleksG 21 Jul, 2022 @ 5:45pm 
Any similar mods that work anyone know?
Boatrat (天皇陛下万歳) 17 Jul, 2022 @ 11:00am 
I really like this mod, is there a chance for an update :roboquestion:
Edgier than last meme 14 Jul, 2022 @ 4:21am 
Any Chance for an update?
Empty_Cosmos 19 May, 2022 @ 8:09am 
doesn't work post 3.4 :(
☢DukeNukemBOS☢ 16 May, 2022 @ 8:08pm 
This mod is awesome but unfortunately, The 3.4 update has broke this mod. The ships spawn but most of the policys are broken. Ships no longer patrol or follow my fleets around. Any ETA when this mod will be updated for 3.4?
Dr Jimothy 16 Dec, 2021 @ 6:51pm 
Playtest results:
- Does not move when given the policy to hunt down external threats, even when massively overpowering those threats.
- Does move when following fleets, although which fleets they follow is largely random.
- Does patrol between systems.
So 2/3rds functional.

I think this mod also has further potential if these military factions are added to marauders via a mod and the not moving when policy is to hunt down external threats being fixed. If marauders had small fleets that regularly went out and behaved in a way suitable for marauders, they'd be more interesting.
Wrath_of_Janos 10 Nov, 2021 @ 10:09am 
Can you add an 3+ Version
Xherdos 28 Aug, 2021 @ 7:44am 
quick idea instead of removing a set amount of the daily income why not remove a set %?

just saying since some mods which gives a Boost to Minerals actually increases the amount of the stuff that get's taken away by double the amount.
Empty_Cosmos 23 Aug, 2021 @ 2:52am 
can confirm still works for me as well
Nathan the Dwarven Shark 5 Jun, 2021 @ 9:22am 
The mod works perfectly fine for me, playing most recent version with loads of other mods. I just have mine at the bottom of the Load order and it works.
Hades 31 May, 2021 @ 4:56am 
my mil faction has stopped moving and no policy change makes them work (it might be mod load order but im not sure)
CliCk 29 May, 2021 @ 7:27am 
Could you plz update this mod? its was just awsome to be able to tech in peace and let ur def-force protect my lanes
Aflack 12 May, 2021 @ 6:24am 
what are the main problems now with the new update
Shinzo 11 May, 2021 @ 4:37pm 
does this still work
[CN]突击队队员 3 May, 2021 @ 5:32am 
DrBLOOD95 are not going update the mod for a long time.
ally unit are not looking for mid_game_crisis and end_game_crisis Country.
ChaosOmega98 28 Mar, 2021 @ 1:56pm 
disband them then ask for them to join then re enable them
EbonyWolf 27 Mar, 2021 @ 4:01pm 
Other civs didn't want to join the federation because they hated the military faction who was also in the federation. So I couldn't get some of the AI to join.
Battlespark 15 Mar, 2021 @ 1:10pm 
i mean it works with nsc2 ya just dont have the extra ships, which really is just fine if you want em to patrol. Also, is there a command i can type in to despawn all the current military fleets created by this mod? I put it on disband and they didnt despawn. Im late game though, prob just a glitch
ChaosOmega98 14 Mar, 2021 @ 6:28pm 
what if your an gestalt consciousness
maltheal  [author] 8 Feb, 2021 @ 7:25am 
@DrBLOOD95 I'm sorry I was late on getting credits up I'm usually real good about it I missed that, adhd has me a mess sometimes lol
And I'll gladly delete my mod if you pick it up there are too many good mods that are dead and it would allow me to update other mods
Its_Sun 7 Feb, 2021 @ 2:09am 
@DrBLOOD95 I saw a few comments claiming that you retired, so I suggested the mod for revival, and I didn't see any confirmation that you were gone or still here, apologies.
p6kocka 6 Feb, 2021 @ 10:54pm 
Thanks for the mod. So is it already compatible with the nsc2 mod ?
teo-lost2 6 Feb, 2021 @ 7:48pm 
@DrBLOOD95, Oh! I thought you retired from modding. I didn't know you are waiting for the Nemesis Update.
SasakiMichie 6 Feb, 2021 @ 5:35pm 
I would Agree with this person, but at the same time i dont think the author would mind if people revive there mods
DrBLOOD95 6 Feb, 2021 @ 1:51pm 
Humm hello there, I don't remember saying that I retired from the game.
I'm just waiting for the next update before working back on my mods.
Anyway you can keep that one here, as people seems to really like the mod but at least give proper credits before and ask the author also :)
maltheal  [author] 6 Feb, 2021 @ 12:40pm 
yeah i got to spend some more time on it before its ready for nsc 2
Commander Vex 6 Feb, 2021 @ 12:31pm 
It's back! Thank you!
maltheal  [author] 5 Feb, 2021 @ 8:51pm 
i reverted it for now ill reupload when i find what caused the crash
The_Tetrarch 5 Feb, 2021 @ 8:03pm 
I've had the exact same issue. For context it crashes the game once it loads to 100% even with no other mods
lLyyssoll 5 Feb, 2021 @ 7:48pm 
Update: had to disable this mod because it kept crashing the game at startup... please fix
maltheal  [author] 5 Feb, 2021 @ 6:40pm 
***NSC 2 UPDATE***

NSC 2 ships will now spawn
ready for NSC 2 season 6
maltheal  [author] 5 Feb, 2021 @ 2:06pm 
@teo-lost2 then maybe but I have a couple other projects first tonight I'm going to do alot of work on the mods for tomorrow's nsc2 update but after that I might :)
teo-lost2 5 Feb, 2021 @ 10:47am 
@maltheal, DrBLOOD95 has retired from modding and NSC2 has integrated Starbase Extended into their mod. This mod was likely abandoned and hasn't been updated in a long time.
maltheal  [author] 5 Feb, 2021 @ 9:55am 
@teo-lost2 that mod isn't dead so nope lol
teo-lost2 5 Feb, 2021 @ 9:42am 
@maltheal, would you like revive this wonderful mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1693982756
maltheal  [author] 4 Feb, 2021 @ 7:03am 
It's alpha there may be an extra file I was using as a medium to store code ideas ect
maltheal  [author] 4 Feb, 2021 @ 7:01am 
@Ashur the empire expanding is a test I'm also trying to see if it stays in player control or not but I've been limited on time cause of the 40hr+/week day job and I absolutely will look to incorporate that behavior in the military faction I appreciate it :)

@[CN]突击队队员 for your first question yes this and nsc 2 do work it just does not use their ships yet
And there shouldn't be I'm at work atm so I cant look
Save Errors happen unfortunately
[CN]突击队队员 4 Feb, 2021 @ 6:37am 
common\defines have error : why you have 2 NGameplay in there ?
[CN]突击队队员 4 Feb, 2021 @ 4:56am 
working fine with NSC2 just doesn't use their ship right ?
Trixie 3 Feb, 2021 @ 3:49pm 
By the way, in my version of the mod I added a nice QOL feature where the player's technologies apply to their military faction. A simple on_tech_increased on_action or whatever else you like to trigger an event that copies techs from you to them is how I did it. Here's my take on it. (Trigger condition could be changed, I just never turned MF on for the AI anyway.)

country_event = {
id = factionn.1
is_triggered_only = yes
hide_window = yes

trigger = { is_ai = no }

immediate = {
save_event_target_as = owning_empire
event_target:owning_empire = {
every_subject = {
limit = {
OR = {
is_country_type = ally_faction
is_subject_type = ally_faction
has_country_flag = ally_faction
}
}
copy_techs_from = { target = event_target:owning_empire }
}
}

}
}

This should still work as well as it did last time I used my personal version of the mod, but I don't know for sure. I'll give your update a spin, though.
Trixie 3 Feb, 2021 @ 3:28pm 
An admirable undertaking. What do you mean by they can expand the border? As in systems they capture are occupied by you or they actually spit construction ships out and build their own outposts?
maltheal  [author] 3 Feb, 2021 @ 3:49am 
@its_sun yeah I assumed at least one of the dlc was going to cause an issue but I definitely would of overlooked the federation as 95% of the time I don't even vote in them lol thank you
Its_Sun 2 Feb, 2021 @ 9:12pm 
Do wanna post a bug in regards to Federations, they don't vote on anything (that can cause an issue with federations that just started since most types begin on Unanimous voting) No stress though, take your time

*Context* The military faction itself counts as a vassal, so they end up IN the actual federation itself <if subjects are allowed, most AI choose to add subjects allowed> vvvv (being more specific)
maltheal  [author] 2 Feb, 2021 @ 8:27pm 
***UPDATED***
changed it so the Ally faction can expand the borders
also changed it so the Ally faction uses your rss instead of their own {might be reverted later}
maltheal  [author] 2 Feb, 2021 @ 7:35pm 
@its_Sun thanks man i appreciate it :)