Stellaris

Stellaris

Army & General Staff (2.6.3-2.8.1) LEGACY
63 Comments
Joshypoo 24 Feb @ 10:33pm 
Yes , its abandoned, everyone needs to unsubscribe from this.
Blazingdevil 16 Feb, 2024 @ 2:19am 
is this mod abandoned?
Kaiser  [author] 14 Feb, 2022 @ 12:00pm 
Secuter 11 Jan, 2022 @ 10:08am 
Looking forward to the update! Thank you for your work! :)
Blazingdevil 4 Jan, 2022 @ 5:34am 
any updates on this mod? i'd be happy to help push out an update if i am allowed to
Blazingdevil 6 Dec, 2021 @ 9:38am 
One of the best mods I have played with.
KindestSTCR 28 Nov, 2021 @ 12:07am 
@Snow Runner, Thanks for the notice!
Snow Runner 5 Nov, 2021 @ 1:57am 
Maestro, the Mod is currently outdated. He is currently working on it, and will release the updated Version at a later, currently undisclosed time. please have patience and thank you.
Castello 4 Nov, 2021 @ 7:38am 
keeps saying that the mod is missing a descriptor file, no idea what it is
Немецкий рыцарь 3 Sep, 2021 @ 1:42am 
Is there a Russian translation?
Andsztal 11 May, 2021 @ 9:11am 
Thanks for adressing the problem with infinite pop ups, i became quite depressed when i encountered it after first time playing new Nemesis update. I really like your mod, thank you for keeping it updated!
AltoidsMaximus 5 May, 2021 @ 9:37pm 
Great mod. I am waiting for the new version to enjoy more of the Army's dynamic. Love it.
Alimas 28 Apr, 2021 @ 1:08pm 
@Kaiser Love this mod! Thank you for your service to the community!
Instant Caulk 27 Apr, 2021 @ 6:45pm 
@Kaiser Thankyou for working on it! I will love you long time
Synthesis 26 Apr, 2021 @ 6:34pm 
@Kaiser
Thank you for the warning, I've been spending a few hours coming through all the pop-up errors (in retrospect, should've used the debugtooltip command).
Memento Mori 20 Apr, 2021 @ 2:26pm 
Thank you for your work.
Kaiser  [author] 20 Apr, 2021 @ 10:56am 
Hello everyone, I am aware of the infinite popup bug, this is because the version is not compatible with 3.0 and the changes it made to the event structures, I am leaving this as a legacy so anyone who is on a previous version can enjoy it like i've done with the other versions and I am in the proccess of adding some new content for the 3.0 version which I shall release when it is ready. Thank You! :lunar2019piginablanket:
Memento Mori 19 Apr, 2021 @ 7:15pm 
Yes, please update when you can, infinite popup screen. No rush.
CaseBasket 19 Apr, 2021 @ 11:26am 
I'm no mod expert, but from what I can tell the problem comes really just from the buildings used by this mod, since the 3.0 update changed how buildings worked. Fix that, and the mod should work fine.
Instant Caulk 17 Apr, 2021 @ 12:25pm 
I get the same. Its a blank pop up even that constantly spawns at the beginning of the game. I didn't think the update changed much to invasions or armies so may be related to the even themselves? I'm not great at coding so not sure what to look for but if you need any basic help i will! This honestly one of my favorite stellaris mods ever!
jamesd444 17 Apr, 2021 @ 10:12am 
3.0 update coming soon hopefully? I'm getting a blank event pop up from this mod at the moment.
ShadowSteele 26 Mar, 2021 @ 8:56pm 
This mod has a great foundation and a lot of potential but it needs some severe balancing. The issue is it not only throws off the balance of features in the base game, but a rather significant amount of content added by other mods that are balanced on the base game as well. Perhaps a good way of getting around that is focusing on quantity of armies involved rather than boosting the existing numbers of armies so it stays relatively balanced with both base game and armies that are added by other mods?
Pitlos Tails 13 Mar, 2021 @ 7:39am 
HAIL KAISER FORSENSHEFFY 7
Risker the 34th 5 Mar, 2021 @ 9:19am 
I've spent the last month on and off trying to make this mod work but nothing i do seems to work. No matter how many campaigns i begin the beginning event never fires. Since that starting event never fires the entire mod remains essentially deactivated even though its active and in my playlist.
Alphaslayer 1 Mar, 2021 @ 6:47am 
Love this mod as much as ever but I've had a hard time getting the techs required to unlock the buildings. Is their a list of the ids for the techs so I can unlock them with console commands?
Bottas Heimfe 26 Feb, 2021 @ 6:07pm 
ok yeah i have always thought planetary invasions needed a pick-me-up. this sounds like the perfect unofficial solution to that. i just hope Paradox adds official army reworks along this line of thinking
Arthur cat-boy Morgan 26 Feb, 2021 @ 12:24pm 
10/10 the blitzkrieg will never stop now :csgoglobe: :sans: :lilimok:
branch? 25 Feb, 2021 @ 2:11am 
On another thought, these buildings and techs added are way too good for what you give.

Some techs are 2000 points only, and they give you overpowered buildings. I feel like it's too late for me to uninstall for my current run.
dustfang61 22 Feb, 2021 @ 8:21am 
this is what i feel is needed to make ground invasions more fun and realistic
Maxene 21 Feb, 2021 @ 6:48pm 
What branch said: These armies are a tad overpowered for how cheap (relatively) they are. Unless that's the point of the mod, which can make sense.

Had to take out a world with a 6k army when before I would never have more than maybe 1-2k even for fallen empires. >_>
branch? 21 Feb, 2021 @ 4:33pm 
The armies you can recruit seem very overpowered, some of them that you can get very early in the game have two times the strength of a psionic army you get in the mid game.
Kaiser  [author] 21 Feb, 2021 @ 9:58am 
Currently their is no resistance to occupation in the works aside from the occupation events resistant to your rule but i am intrested in the idea of adding some sort of way to resist the occupation of your planets, ill definatley consider it for future updates.
Eternal Daemon 21 Feb, 2021 @ 9:46am 
Is there a doctrine for guerilla warfare/resistance warfare?
Kaiser  [author] 20 Feb, 2021 @ 5:26pm 
the mock invasion is a special project that requires you to send a army transport ship to the planet with the project to complete it. It spawns every 6 months after reaching phase 2 of the first army experience tier and will remain on the planet until you complete the project so check your planets if you reached that point or simply wait until it starts.
Sir Ice 20 Feb, 2021 @ 10:06am 
how do you do mock invasions?
Arkay 20 Feb, 2021 @ 5:56am 
@Rizzy did you start using it mid-game? You should be able to initialize the events manually by typing

event beexp1.1

If not, check what other mods you're using, maybe there's a conflict somewhere. I just started using it myself, but so far everything's been working mid-game with that command.
Maxene 19 Feb, 2021 @ 6:31pm 
I'm not getting the research options- I've gotten the hospital and R&R places but nothing else :/
Kaiser  [author] 19 Feb, 2021 @ 3:07pm 
Also, the steep penalties and bonus given by the techs to army damage and defense is to artificially create a system of progression where none exists in vanilla. it may seem like a lot but armies of the same tier are effective at fighting defenses of the same tier. Keep up on army tech!
Kaiser  [author] 19 Feb, 2021 @ 3:05pm 
it works in a tier system so, to start
1. you need to complete the 1st event chain to gain access to the First Generation Army Doctrine Tech

2. with the 1st level, you gain access to the research options for the techs that allow you to research the unit and the building to create them along with some buffs.

3. a while later you will be prompted to begin the second event chain and upon completion of that you gain access to the next tier of research options

4. a while later after that you will be prompted to start the final chain and gain access to the final level of units.

you cannot build the units unless you have:
-researched the necessary technology that unlocks the unit
-researched the technology that unlocks the building required to build the unit
-have built at least 1 of the required buildings for the unit on any planet in your empire
Maxene 19 Feb, 2021 @ 8:33am 
Issue: I'm not getting any sort of tech for the new army types so I can make them. Are they rare or something?
::Maethendias:: 19 Feb, 2021 @ 2:37am 
is it intended that ...adapted soldier kits increase moral and health by 1000 %?

that seems... very excessive for a 500 research technology
Anker 18 Feb, 2021 @ 9:14pm 
I waited so long for this mod to be updated, very glad to see it
Despacitus 18 Feb, 2021 @ 8:56pm 
I'm glad this was updated. Definitely one of my favorite mods
Kaiser  [author] 18 Feb, 2021 @ 7:46pm 
Their is nothing stopping you from loading it mid game but I think you may not be able to access certain technologies unless you have a new save.
eemilc 18 Feb, 2021 @ 11:55am 
can you load this mid game?
::Maethendias:: 18 Feb, 2021 @ 9:30am 
a shame that there isnt really much for gestalts in this
Tal'Raziid 18 Feb, 2021 @ 6:47am 
And do you have a list of what techs there are/what they do? Id rather not have to restart atm haha
Tal'Raziid 18 Feb, 2021 @ 6:37am 
Do you have a rough estimate of when someone's gotten too far that they'll miss out on stuff?
A Big Loaf of Brenko 17 Feb, 2021 @ 11:32pm 
I dont know it is mods i use or somthing else but if fight on the planet ends before events my game crush
Kaiser  [author] 17 Feb, 2021 @ 8:05pm 
It should be compatible since i've made no changes to the game's UI.