Stellaris

Stellaris

[3.14.x] Solar Storm: Crises and Ascension Perks
280 Comments
Lancer_Vance 8 May @ 10:39am 
This is a must have in my modlist, any timeline on a 4.0 update?
Yindiram The Faerie Dragon 22 Mar @ 5:54am 
the music of this mod is fantastic, who made it? how should a i get an official ,music download?
MasterBot 19 Jan @ 7:55pm 
Heh,funny,for me Militarised Economy is not giving jobs cos i imagine city district from Frame World is technically a different district...
Willem 8 Dec, 2024 @ 12:28am 
The Militarised Economy perk is bugged, it adds a soldier job per district to EVERY PLANET, don't think I should have 79 Soldier jobs on all my planets... also: The designation on Trade Worlds, Colonies, Urban Worlds is completely Overkill... thousands of trade value and stability.
lyra_tcm 7 Dec, 2024 @ 10:20pm 
thx for the update
Saint Marold YT 27 Nov, 2024 @ 6:39am 
I think the fact that you can select the Ascension Perk with the jump drive so early in the game is pretty powerful.

Instead of the vanilla jump drive, how about giving a jump drive that requires Quantanium as a resource to build on ships?

And would speed up the crisis progression.

:)
ZacharyBuilder 11 Nov, 2024 @ 4:52pm 
Thanks @Evereal looking forward to it. good luck in personal matters
Evereal  [author] 11 Nov, 2024 @ 5:03am 
Hey everyone;

Thank you for your patience. I finally have a reprieve in personal matters and can look to update the mod within the next week.

Thanks again and stay tuned!
ZacharyBuilder 4 Nov, 2024 @ 11:10pm 
update to 3.14?
Swag 1 Aug, 2024 @ 12:43pm 
@willem ah okay, thank you
Willem 1 Aug, 2024 @ 12:41pm 
@Swag the track is a datamined track from Stardrive 2
Swag 1 Aug, 2024 @ 12:17pm 
does this mod add the track, abyssal secrets? if so, I'd like to know where i can find it, its a fantastic music track
Nano_Ranger 29 Jun, 2024 @ 7:01am 
This mod author is a nerd and we love him for it
卡尔文迪斯梅特 20 May, 2024 @ 7:33am 
It's a good story, although there are a lot of plot ideas in the new dlc that duplicate this mod, so maybe they referenced this mod as well
卡尔文迪斯梅特 20 May, 2024 @ 7:31am 
I made a Chinese localization file, can you add a link for me.Due to the conflict of code coverage above, my localization file cannot be overwritten, so could you please delete the Chinese localization in the mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
Nanao-kun 15 May, 2024 @ 5:16pm 
Has anyone had a situation where you Privatize your districts but the only option is to cancel the sale?
[E] Z_THETA_Z  [author] 12 May, 2024 @ 3:59pm 
Athena, apologies for not updating Solar Flare. i've just not been interested in stellaris for a while. it should still work, at least partially.
焱淼 9 May, 2024 @ 10:15am 
May require machine translation of Chinese.
Athena 27 Apr, 2024 @ 3:59am 
The patch for bug branch compatibility is outdated, has native compatibility been added ever since?
Херобес 5 Feb, 2024 @ 1:43pm 
There is still a bug then you ally with Father but envoy fleets at The Eye remain hostile meaning you can't really call for reinforecents since they are immediately destroyed after spawning. Also Father's servants become your allies after pact is struck but the very next event somewhy make them hostile towards you again:c

Besides that, the mod is great, and the Father crisis itself is just a masterpiece. Bravo
Evereal  [author] 12 Jan, 2024 @ 10:24pm 
@Valo26:

Hmm, that does seem a bit strange. They are a couple of opinion penalties that can apply, but that ones that make the galaxy really hate you should only apply if you side with The Father.

I will have a look and see if anything is going wrong. Thanks for reaching out!
Valo26 30 Dec, 2023 @ 7:27pm 
Is the galaxy supposed to hate me even if I am against the father? it seems like a bug but also makes sense considering I "accidentally" summoned an ancient space demon.
Evereal  [author] 5 Dec, 2023 @ 3:57pm 
@Toco315:

Excellent, curious it only works temporarily though.

@Fresk:

Thanks for reaching out! That sounds like a scripting issue. If you could locate and open your error.log file for me using notepad (on windows it is located here: C:\Users\<user>\Documents\Paradox Interactive\Stellaris\logs) and then use ctrl-F to search for anything related to SSAB_origin_relic_effect and let me know if anything pops up.

In the meantime, you can could try to manually force the correct behaviour by selecting the star you want to collapse, and then using the command:

effect SSAB_origin_relic_effect=yes

Thanks again!

@Seti:

I hope it doesn't crash/break your game (I have fixed a few bugs that could do that), but I have only done partial testing, so no guarantees! If you want a stable playthrough, then avoid it for now.

It do try it out and run into any issues, then please let me know!

Thanks.
Seti 4 Dec, 2023 @ 2:13pm 
is the abyssal secrets 2 ok to use? like its not gonna crash my game?
Fresk 4 Dec, 2023 @ 3:24am 
If I may ask, how do you collapse a star with the origin? I have enough of the resource and I use the relic. I then click the decision on a star, but then nothing happens. Any help would be greatly appreciated. Thank you very much!
Robin_Ya_Blind 1 Dec, 2023 @ 11:24pm 
okay! It only works for a little bit at a time
Robin_Ya_Blind 1 Dec, 2023 @ 10:57pm 
Thanks! I'll try that
Evereal  [author] 1 Dec, 2023 @ 7:39am 
@Toco315:

Thank you very much for the feedback, and for your personal anecdote!

Yes, that version of the crisis is... buggy and inconsistent, not my finest work.

To manually fix this issue, you could try using the following command (make sure you have nothing selected when executing it):

effect event_target:abyssal_host_invader_country = { set_faction_hostility = { target = prev set_hostile = no set_neutral = no set_friendly = yes } }

If you enjoyed the OG version, then you could try the reworked version, make sure to turn on the 'experimental features' button at menu that appears at the beginning of the game.

Thanks again!
Robin_Ya_Blind 30 Nov, 2023 @ 9:18am 
If there was a way to just set those fleets as friendly manually, I think that that would be good enough.

Also. the series of events aren't consistent when approached from an earlier save. Sometimes I'm not able to join the crisis at all when I should be able to.


What makes this hard for me to bug test is that i'm running a large mod-list (Tinkerers Shop) and there may be more than one slight conflict.

Really impressive mod. I had such an enjoyable time with it. Especially that I organically got bushed into taking that devil's bargain. I was running fanatic purifiers, and was being invaded from all sides. And out of desperation, my people gained a black hole time daddy that also wanted to wipe the slate clean. (yus!)

It was a good experience. Thanks for that.
Robin_Ya_Blind 30 Nov, 2023 @ 9:18am 
Hello!

I have a recurring problem that I can't quite find the root of.
I set it up so that the Crisis could fire if anyone gets the tech. And I just happened to fulfill the requirements without the ascension perk.

The events seem to be inconsistently fine, The fleets spawn, The popups with choices on whether to join or not happen, But the fleets of the Father remain hostile when I join. And the popup to join always happens after those fleets destroy a few of my outposts and star-bases.

I'm able to talk to the Father, Get fleets, resources, ect, And the friendly envoy fleet in the eye is friendly. But all the other spawned fleets in the crisis are hostile and proceed to scour me from the game.
opalrose 26 Nov, 2023 @ 11:15pm 
Thank you so much for the quick response! That fixed things!!
Evereal  [author] 24 Nov, 2023 @ 6:28pm 
PS.

If the mod hasn't updated, you could use the following command instead (just copy-paste it into the console):

effect every_country = { limit = { NOT = { has_origin = origin_ss_abyssal_children } } every_owned_species = { limit = { has_trait = trait_SSAB_origin } change_species_characteristics = { remove_trait = trait_SSAB_origin } } }
Evereal  [author] 24 Nov, 2023 @ 6:26pm 
@opalrose:

Oh no! I apologise dearly for this problem.

I have updated the mod to hopefully prevent this issue from happening in future, but to save your current save game, make sure you have nothing selected (planets, fleets, etc.) then use the following console command:

event SSAB.801

That should remove the offending trait from any species that shouldn't have it.

Thank you again for your kindness and patience!
opalrose 24 Nov, 2023 @ 12:19am 
Hi,

The quantantanium trait "higher dimensional" - which causes pops to require it for upkeep - can roll on pops from outside your empire, and then if they arrive via migration treaty, you can't get it at the market, buy it, trade it. if you don't have a xenophobic governing ethics, you can't get rid of the pop and it has an -40% resource production. This pretty much broke our save, is there a fix for this?
[E] Z_THETA_Z  [author] 19 Oct, 2023 @ 6:52pm 
no problem
Evereal  [author] 13 Oct, 2023 @ 4:03am 
Hey @Figaround;

Resources are distributed randomly as orbital deposits when a galaxy is generated. Take note, they are quite rare!

Secondly, by default, the crisis can trigger when you take the 'Abyssal Secrets' ascension perk and then research the dangerous technology.

Hope that helps!

PS. Thanks heaps @ [E] Z_THETA_Z for tending to these comments :)
Figaround 7 Oct, 2023 @ 12:48pm 
How to get resources from the mod? How to cause a crisis (as I understand it, a crisis comes when a player does something, a building or technology)?
[E] Z_THETA_Z  [author] 4 Oct, 2023 @ 10:00am 
randomly roll crisis tech means that the tech that'll lead you to summon solar storm's crisis can randomly roll, rather than needing an AP to unlock

experimental features will give you access to some, well, experimental features that may not be balanced or fully functioning
Figaround 3 Oct, 2023 @ 4:14am 
And what is the "enable experimental features" setting? :gregory:
Figaround 3 Oct, 2023 @ 4:11am 
Started a new game with the mod. I saw the settings, but did not see in them the setting of the time of the crisis. And what does "Randomly roll crysis tech" mean?
[E] Z_THETA_Z  [author] 2 Oct, 2023 @ 11:20pm 
there's a game-start menu allowing you to change the crisis difficulty. By default, it's intended to be a midgame crisis

turning the mod on mid-save will work, but you will miss out on said gamestart menu, as well as the unique resources the mod adds
Figaround 2 Oct, 2023 @ 5:28pm 
Is it possible to turn on the mod on save?
Figaround 2 Oct, 2023 @ 5:26pm 
What is the strength of your crisis (if you compare it to e.g. Khan or vanilla end-game crises, assuming they can be boosted before starting), is it supposed to be a mid or end-game crisis? If there are no crisis strength settings, they would be useful.
Rawr'kraine 🐉 24 Sep, 2023 @ 12:05pm 
I personally like the new resources and buildings, opt-in/out would be preferred over them being removed entirely
Evereal  [author] 24 Sep, 2023 @ 7:20am 
Hey Everyone,

Thank you for your patience, the mod is now good to go for Stellaris 3.9.

@xdTechniker25:
Yes absolutely! It was one of the reasons I am reworking it. The new version will work with gestalts without being janky. Thanks for the feedback!

@shabbyrabby:
[E] Z_THETA_Z is correct here, the ship components are currently locked behind the 'experimental features' option in the menu at the start of the game, it is opt-in only. As for the resources and the associated buildings, they unfortunately can't be disabled due to how the galaxy gen works (I am pretty sure). Truth is, I am not very happy with that part of the mod either, but I am not sure what do with it. Simply removing it will break many save games. Thanks for getting in touch!
[E] Z_THETA_Z  [author] 18 Sep, 2023 @ 3:39pm 
it should work fine on 3.9, mods like this are pretty hard to break
busterbingus 18 Sep, 2023 @ 1:04pm 
update to 3.9 pls
[E] Z_THETA_Z  [author] 7 Sep, 2023 @ 3:56pm 
all credit goes to evereal for actually making it, i just suggested stuff and help with the steam page
shabbyrabby 7 Sep, 2023 @ 2:40pm 
Thank you for your response, I will look though the menu again to find this. And true I just hope the ai does not use them either, regardless it is a good mod so thanks for making it even if it does not end up fitting my tastes.
[E] Z_THETA_Z  [author] 6 Sep, 2023 @ 8:02pm 
the ship components can be disabled in the start menu, and you can always simply choose not to use the resources and buildings