Stellaris

Stellaris

Loud But Deadly
118 Comments
FirePrince 13 Jul, 2024 @ 4:43am 
If someone want to contine this mod, pm me.
banjomarx  [author] 20 Jan, 2024 @ 5:20pm 
Unfortunately for personal reasons I need to retire from moderation for at least a while. Anyone who wishes to can pick up any of the mods I was working on
banjomarx  [author] 16 Nov, 2023 @ 8:41am 
3.10 version is out! I'll look at compat and other things over the next couple days. Please let me know if you run into any bugs!
banjomarx  [author] 13 Nov, 2023 @ 9:40am 
Actually I'm going to postpone that until 3.10 whenever that comes out
banjomarx  [author] 3 Nov, 2023 @ 5:57pm 
I'll look in the morning and see if I can add compat if so
banjomarx  [author] 3 Nov, 2023 @ 5:57pm 
It might depending on what was modified, I'd have to take a look
Exende 1 Nov, 2023 @ 7:58pm 
sorry, mod is Extra Events 3.9
Exende 1 Nov, 2023 @ 6:21pm 
does this conflict with the More Events Mod? (it adds additional events for the Dathnaks chain)
banjomarx  [author] 28 Oct, 2023 @ 2:00pm 
probably because I haven't updated to 3.9 yet, they just finished tenting my house and replacing my computer so I've been pretty busy
Spieler 24 Oct, 2023 @ 10:45pm 
Currently running into an issue where if I try to research ship wreckage for the new techs it crashes my game - anyone else also running into this issue/able to reproduce this?

It might just be a conflict with another mod, but flagging here in case it's not. Hopefully I can figure something out soon. Thanks for a great mod otherwise!
banjomarx  [author] 12 Oct, 2023 @ 1:54pm 
I'm still out of commission, I have jury duty and they need to tent my house lol
banjomarx  [author] 27 Sep, 2023 @ 6:38pm 
I've been in poor health, probably a fix for this and my other mods will happen next month
Deathwind 18 Sep, 2023 @ 4:54pm 
my three great wishes are:
1. an update for 3.9.x so I can keep playing this mod (even with its faults it's so fun!)
2. a scattering of effluvium giant planets across the galaxy (e.g. something like 20-30% of all gas giants should be effluvium giants so that the Dathnak can expand beyond a couple supersystems).
3. Don't have either Dathnak empire join the Galactic Community, or if they do give them a massive nerf to diplo weight.
banjomarx  [author] 25 May, 2023 @ 7:09pm 
Difficulty thing should be fixed now, was a stupid moment where I put something in the wrong on action
banjomarx  [author] 25 May, 2023 @ 6:54pm 
I'll take a look at the difficulty options issue
Rawr'kraine 🐉 24 May, 2023 @ 3:14pm 
Yeah... while I like the idea of funny gas guys with interesting tech. I'm not really a fan of how much they extensively *cheat*. While I can understand other non-empire crisies giving themselves resources (because they have no economy) to avoid going into debt and just spawning ships out of thin air at not cost.

Like, this is excusable for the endgame crisis, but for an empire that largely plays by the same rules? No, not at all. And they have no counterplay.

I have wanted a diplomatic crisis for a while now that abuses the galactic community but this just isn't it.
Rawr'kraine 🐉 24 May, 2023 @ 3:14pm 
So yeah I guess my issue with them is they just flat out "cheat", in a way that isn't fun or can be counter played, at all.

Oh and yeah, the difficulty options aren't showing for me either.
pauli 24 May, 2023 @ 2:50am 
I just unsubbed/resubbed/redownloaded, and I'm not seeing anything on game start - even with this as the only mod active.
banjomarx  [author] 23 May, 2023 @ 7:26am 
There's a difficulty selector now on game start (or there should be) which should hopefully address these issues
pauli 22 May, 2023 @ 11:30am 
I enjoyed the content, but I'll echo that the intensity was out of scale (I didn't see a difficulty slider at the time), and the instant unification was jarring.

I understand that the latter is probably for guaranteeing a chance at the techs, if they spawn far away.

In my playthrough where the Dathnak popped, I was the biggest player in the galaxy with ten ~300k fleets, and could probably have handled everyone on my own. These guys, on the other hand, camped out in one system with something in the range of 30-40m combined fleet power - which appeared to be growing.

I gave up because my game was grinding to a standstill (I got overambitious with my galaxy settings), but I didn't see much hope of catching up to them. Which was a problem, since they also had something like 3.3m diplo power. They didn't expand, but that just meant a permanent stop to all other conflicts.

Summary: good idea, well written, please keep polishing it. Perhaps behavior more like the Great Khan?
FrighteningBee 21 May, 2023 @ 2:10am 
Part 2 (sorry for spamming, the charater limit here is absurd):
For example, I just had a tense playthrough where I had an agrresive neighbour who was daclaring war on my ally/only federation member, and a surprise in a form of a purifier empire moving right next to me through a wormhole. It was fun and interesting to figure out how I can defend myself from both of these threats at once, but the Dathnak awakening just removed all that pressure when both of my aggressive neighbours randomly joined me as allies against the Dathnak. And I didn't even bother with them before that point, someone else conquered them and my whole map is bright and blue. This pretty much completely killed my investment in this playthrough. Also lag, revealing the whole map like that creates lots of lag for low-end system. Entirely unnescesary sruff.
FrighteningBee 21 May, 2023 @ 2:09am 
Hey, I like the new tech and other stuff the mod adds, and I think the way it just spawns an annoying crminal megacorp that gets mad and tries to conquer everyone when defeted is fun. This could be a very enjoyable distraction and a change of pace from all the regular stuff.

However, I don't like the fact that they always immideately become the biggest member of the galactic community, and then the whole galaxy unites as allies to fight them afterwards.

Even late game crises don't work like that, they don't instantly force the whole galaxy to fight a single war as a united allied force. You have to rally up the galactic community, pass a galactic focus resolutuion, create a federation and have people vote to go to war against a crisis, etc. Uniting the entire galaxy to deal with a single threat should be nigh impossible, as it already is with vanilla crises. I don't think a single gimmicky midgame crisis should be so playthrough-defining, and mess with the base design so much.
banjomarx  [author] 10 May, 2023 @ 11:55am 
Its been updated and now includes a difficulty selector, I haven't had much time to play test unfortunately due to personal reasons but ya, don't pick the highest difficulty lol
pizzapicante27 9 Apr, 2023 @ 9:05am 
The Dathnak also became Galactic Community Council Members and eventually the Custodians while being a war with everyone which was... weird.
pizzapicante27 9 Apr, 2023 @ 9:02am 
Jesus Christ I just tried this mod and it spawned SEVERAL 3M strength fleets in the Mid game, which also seem to re-spawn at random, the only reason they didnt wipe everyone in the galaxy is because I use Gigastructural and when they declared their war they also declared on the Fallen Empires and their Planet-craft fleets, I also notice they can merge their uberfleets to make them even bigger! its a fine idea on paper, but definitely needs some balancing.
banjomarx  [author] 18 Mar, 2023 @ 1:55pm 
Ya I can take a look at that
Abruptsnake 16 Mar, 2023 @ 1:34pm 
Can't wait for those difficulty sliders. Absolutely love this mod it's my favourite Modjam entry. Just can't win against it lol.

Only issue for me is if the pre-Xenon Dathnaks spawn near a fallen empire, the FA almost always just goes and takes them out which spawns Xenon super early. That's demolished a few of my games now.
Also would it be possible to make the all-solids-alliance happen through an event, in which you can choose whether to join it or not (or even have it as a galactic community vote, that would be very cool)? It's thematically cool but I've found with some builds/unlucky placement not being able to fight other wars or having most of the galaxy's fleets converge on mine even though I'm millions of jumps away from the fights a little jarring.
banjomarx  [author] 14 Mar, 2023 @ 8:47am 
I'll see about adding difficulty sliders in the near future, after the 3.7 update most likely
banjomarx  [author] 28 Feb, 2023 @ 2:24pm 
ya I need difficulty sliders but I've just been so sick...
Sixty_Raccoon 27 Feb, 2023 @ 5:02pm 
I like the idea of this mod a lot but, as others have pointed out, their power feels way out of proportion with other midgame crises and frankly all other crises in general to the point that I feel they just end the game if they appear. The Dominion appeared for me probably around 2330 and by 2340 they're just grinding down the galaxy with the insane fleet power they get and it just feels like no matter how well you play there is no hope of ever catching up. Them being able to join the galactic community also feels really unfair since they completely take it over while being at war with everyone and just shoot down everything, including other modjam related resolutions.

On a positive note, I didn't experience any performance hiccups while playing with them. So at least for me I can keep playing after the ambush fleets and their main fleets spawn.

tldr; Cool mod idea that doesn't feel even remotely balanced and I'll probably remove for future playthroughs as it is.
banjomarx  [author] 17 Feb, 2023 @ 10:12am 
I can take a look, it would be tricky to put some of that behind a toggle but I'll look, also it would require a lot of overwrites for taking away their ability to join the GC (so I won't do that) but I will probably put some kind of difficulty slider and toggles in at some point to control the rest

Wait when did you set Midgame to if Dathnak were there at 2265 lol?
fan_of_Daniil_Andreev 14 Feb, 2023 @ 3:48am 
Great mod btw. Dathnak in their Xenon form is greatest threat in my game since 2265 and to current year of 2331. I survived first 30 years purely by fallen empires randomly having fleets shielding my key systems from Xenon conquest. Unbidden spawning in Xenon space were a welcome distraction, same with Contingency later. Xenon destroyed other ai empires planets with planet-crackers, bombed worlds full of refugees to tomb worlds, partially completed that Aeriophasic engine... Even Blokk-Cats didn't yet do the same amount of harm yet and they recently arrived and completely destroyed about 30 systems.
fan_of_Daniil_Andreev 14 Feb, 2023 @ 3:44am 
I want an option for a player to remove their origin and civics bonuses in game as customisation option (by edict or mod settings from Dynamic Mod Menu). They would have enough stuff to be a great threat in 2265 year with all their tech and spawning fleets.

What I suggest to be removed by default is their ability to vote in the Galactic Senate. Other crisises and genocidal empires don't vote. Or maybe let them vote as they do now, but apply diplomatic weight malus instead of bonus.

I specifically mean their Xenon form btw, which triggered for me in 2265 year after fallen empire bombed Dathnak homeworld for some reason.
banjomarx  [author] 11 Feb, 2023 @ 9:03am 
(not trying to be rude, just trying to understand the ask)
banjomarx  [author] 11 Feb, 2023 @ 9:01am 
It just sounds like you want me to make them a totally normal country instead
banjomarx  [author] 11 Feb, 2023 @ 9:00am 
so basically you want me to make them not be a crisis?
fan_of_Daniil_Andreev 11 Feb, 2023 @ 4:14am 
Also want to suggest removing Dathnak diplomacy weight bonuses in their Xenon form. Xenon is waging war upon whole galaxy AND passing any galactic senate resolutions she wants at the same time...
fan_of_Daniil_Andreev 11 Feb, 2023 @ 4:01am 
Fallen empire bombed the first Dathnak capitol into oblivion for some reason in about year 2065... the following Xennon war is unpleasant to say the least... I'd like an option to remove those Dathnak uber-bonuses they have, especially war exhaustion.
banjomarx  [author] 8 Feb, 2023 @ 2:57pm 
Ok turns out there's an issue with vanilla where it doesnt evaluate the naval cap usage until the next day, which is why people were seeing them spawn on every single planet, I'm making some more fixes
banjomarx  [author] 8 Feb, 2023 @ 2:37pm 
I was feeling well enough to put in a quick fix so I'm some changes to the crisis fleet spawning to make less ships in general but larger fleets and fewer fleets as well, should considerably lower lag assuming the lag is coming from LDB
banjomarx  [author] 8 Feb, 2023 @ 10:36am 
hmmm it shouldn't be causing that much lag, I'd have to look at it. you could use console to remove some of the fleets though
Prototype #1747 8 Feb, 2023 @ 7:53am 
This was a bit unfortunate, I appreciate all the work that went into the Modjam but this one has kinda ruined my playthrough, my game slows into being unplayable as soon as the crisis fleets spawn in every single system around the galaxy, and removing the mod after the crisis has spawned, similarly crashes the game.
banjomarx  [author] 31 Jan, 2023 @ 7:43am 
I'll put in an updated build with more safeguards to try and keep people from doing that
banjomarx  [author] 31 Jan, 2023 @ 7:41am 
hmmm that means someone else is being forcibly added to the dathnak side of the war for some reason, I'll take a look. The reason it does that auto cancel is because it is detecting that otherwise you would be stuck in a war that would break things like it was previously broken where it was impossible to claim systems. So something is adding a country to their side... let me see if I can figure out what
JackofSpades 30 Jan, 2023 @ 7:56pm 
Enemy fleets of varying size were spawned across the entire galaxy all at once. Every 2nd or 3rd system had a fleet in it. In a large galaxy map, this renders your game nearly unplayable due to lag, especially if you're playing multiplayer.
Simple Orange 30 Jan, 2023 @ 11:40am 
@Squatch King yep, same thing happening here so don't worry it's the mod at fault
bossRCIman 29 Jan, 2023 @ 12:32am 
This crisis is literally stronger than the endgame ones, in terms of base fleets at the capital (the 2nd stage of the crisis), but it also puts fleets in about 70% of the systems in the entire galaxy as well. This is obscene. and absoliutely not feasible to fight, EACH fleet is a (according to fp numbers) half the strength of a base citedal, I cannot put a citedel in most of the systems in the galaxy to deal with this
Squatch King 28 Jan, 2023 @ 7:59pm 
does anyone else have the issue where the dathnak keep declaring war on the galaxy then 7 months into the war it just peaces out for no reason, war exhaustion is only at 2 to 5% and then and skips all normal war declaration peace time periods? making this the most anying crisis to deal with take 2 planets from them then just get forced peaced for no reason.
Half Phased 28 Jan, 2023 @ 1:37pm 
Following up on simple orange’s comment, as this was an MP game, the Dathnak declared war on a FE and had 3-4 fleets curbstomped. They then managed to beat the FEs fleet by throwing fleet after fleet at it in their home system. (My guesstimate was that they started the war with 150K and in the course of 3 years proceeded to lose ~500K in fleets.

Then, with no warning and despite appearing to be successful, the initial dathnak system somehow became abandoned and then absolute hell broke lose. With the 1.6M fleet.