Stellaris

Stellaris

[3.8] Sleeper Worms
88 Comments
tzverg 19 May @ 5:06am 
update?
NiroEnvy 26 Apr @ 12:42am 
not working guys
wancar 13 Dec, 2024 @ 12:27pm 
@Frai7ty Hi!! Just wondering if there were plans to fix the problems mentioned below?
Many thanks in advance!
Kobayashimaru 19 Sep, 2023 @ 7:47am 
Yep, this is bugged. Crisis is not progressing, worms keep destroying worlds. Ruined my playtrough.
Miesha 15 Jul, 2023 @ 7:29am 
Question! Is it intentional that the worms attack primitive worlds that cannot defend themselves, annihilating all primitives and stopping any chance of researching their techs?
Cap 13 Jul, 2023 @ 3:22pm 
20 years with not a single event to suggest any progress in the crisis, regret using this mod it ruined my run
Cap 13 Jul, 2023 @ 3:08pm 
How the hell does this crisis work? Its been years and years with me at spare no cost to find the Molonoids with no progress being made, and I've lost numerous planets feeling like I can do nothing to stop them
Frai7ty  [author] 29 Jun, 2023 @ 5:31pm 
Thank you!
Aphyxia 26 Jun, 2023 @ 3:39am 
This is a solid midgame crisis. I love it.
AC241155 30 May, 2023 @ 8:21am 
hi is there a way i can turn off this mod mid game via console?
Frai7ty  [author] 4 May, 2023 @ 1:57pm 
Thanks for the heads up! I'll fix it when I get home :)
wurzlsepp 4 May, 2023 @ 1:35pm 
Texts are not shown when playing in German.
I think the reason is that the resource file named sw22_l_german.yml starts with sw22_l_german on the first line.
If you change that to l_german texts are shown. Other languages probably have the same problem.
Sel Und Irae 26 Mar, 2023 @ 3:35pm 
This mod doesn't crash you're using something else Fuz
FuZ_Lord 23 Mar, 2023 @ 7:04pm 
i seem to crash when i have this mod enabled idk why
Frai7ty  [author] 23 Mar, 2023 @ 6:00pm 
Did something break with the update? Its currently updated to 3.7.
FuZ_Lord 23 Mar, 2023 @ 5:49pm 
update pls?
Gateman  [author] 1 Mar, 2023 @ 1:38pm 
I don't even know if that would be possible with the code. It's the same as the rebellion calculations.
borsk 1 Mar, 2023 @ 8:35am 
Yeah. You can't help your own subjects, either. It would be great if we could assist other empires with our armies
Gantor 28 Feb, 2023 @ 9:25pm 
I just tried to help my allies against the worms, but my army wasn't counted towards their situations? I dumped 3k army power on their homeworld, but when I switched to their empire after their stability malus got worse, it was just their armies counting against the worms.
Frai7ty  [author] 26 Feb, 2023 @ 2:13pm 
Good luck!
Baka Racker 25 Feb, 2023 @ 5:39pm 
Yeah, true enough. That was the only planet I lost, now it's time to deal with zombie 'yanki's!
Frai7ty  [author] 25 Feb, 2023 @ 5:33pm 
The events are also random, as such it could also just be bad RNG.
Baka Racker 25 Feb, 2023 @ 4:52pm 
Okay, figured it out, thought I had a lot of troops but after adding something like 3x more I'm finally seeing positive results. My fault for thinking I had enough dakka.
Baka Racker 25 Feb, 2023 @ 4:18pm 
I like the mod but is it intended for you to lose 90% of the battles in a situation? Just lost my alloys ecu and now they are on both my mining planet and my capitol. :/ I've got Early Bird, and am funding the overall situation to the max, as well as stationing troops on the affected worlds and clearing the blockers. What am I missing here?
Poweryak 15 Feb, 2023 @ 11:48am 
do you know if there is any command we can use to force it to end? we had the same issue with the bio hazard crisis as well
Frai7ty  [author] 14 Feb, 2023 @ 10:22pm 
It's plausible. Due to the deadline of the Modjam it was difficult for us to test multiplayer games. Sorry you're having this issue. Once I get some more time (in College, close to my finals) I will to a pass and see if I can solve this up. Thanks for the heads up.
Poweryak 14 Feb, 2023 @ 7:09pm 
no, neither me or my buddy got a relic and we are still getting attacked by the worm (which isn't too bad) any chance me and my buddy broke something?
Frai7ty  [author] 14 Feb, 2023 @ 7:02pm 
Discovering the homeworld should end the crisis and reward a relic. Did it not do that?
Poweryak 14 Feb, 2023 @ 6:33pm 
Hello, I was wondering does anything happen after you discover the homeworld? is there some tech that I would have to research because me and a buddy have discovered the molonoid home world, colonized it, cleared all the blockers from it and haven't gotten anything since and we are lost. our next option is to blow up the planet cause why not but figured I'd ask before going down that path
borsk 11 Feb, 2023 @ 6:34am 
I would like to report what could be a small oversight: the approaches in the bioworm attack situation give penalties to biological pop happiness, but not lithoid pop happiness
Frai7ty  [author] 9 Feb, 2023 @ 5:19pm 
Thank you!
borsk 8 Feb, 2023 @ 5:04pm 
I really enjoyed this mod. Thank you for making it!
sirblackaxe 31 Jan, 2023 @ 4:51pm 
@Frai7ty :)
Frai7ty  [author] 24 Jan, 2023 @ 1:41pm 
Update pushed that should FINALLY fix deposits. Thanks, @sirblackaxe for your code block :).
Gateman  [author] 21 Jan, 2023 @ 12:35pm 
@sirblackaxe - ha I'll check in with @Frai7ty and get a fix out if you are indeed correct.
sirblackaxe 21 Jan, 2023 @ 12:02pm 
@Gatekeeper: Yeah, the bug is in the update I downloaded an hour ago.
Gateman  [author] 21 Jan, 2023 @ 11:52am 
@sirblackaxe - updated was posted before you sent that message.
sirblackaxe 21 Jan, 2023 @ 11:36am 
BUG: It's not possible to draw the sw22_tech_repair_damage tech, because the base weight of 0 remains 0 when multiplied by a factor of 10 for owning a planet that doesn't have a worm blocker (the trigger for that modifier also seems to be a bug).
fatbuds001 21 Jan, 2023 @ 10:55am 
oh ive killed the crisis found the planet and all but still no tech, but i do have like a 100 planets and the economic output to print a fleet a month, so i guess ill take the handicap (now facing the contingency at 37.5 x)
Frai7ty  [author] 21 Jan, 2023 @ 10:41am 
@fatbuds001 Just pushed a fix that should allow the tech to pop up more often. Also, you will get the tech for sure if you beat the Crisis. Good luck!
fatbuds001 21 Jan, 2023 @ 2:14am 
Hi loved the crisis luckily i had all my worlds fortfied (unbidden had spawned at 25x), i was just wondering how do you get the tech to clear the blockers from the bio worms attacks, since i've got severla world i need as ecumonopoli but cant cause of the blockers
sirblackaxe 20 Jan, 2023 @ 8:31pm 
@Frai7ty the rules update announcement says "bug fixes and balance changes" are allowed, so it might be worth asking MrFreake about. Adjusting the situation in a way to allow AI to respond to it seems like it qualifies as a balance change to me.
Frai7ty  [author] 20 Jan, 2023 @ 8:09pm 
The first part could be an elegant way to do that. Unfortunately I think that scopes a bit larger then the "bug fix", as currently we are only allowed to fix bugs until the MODJAM is over.
Gateman  [author] 20 Jan, 2023 @ 6:06pm 
@sirblackaxe - strongly disagree with the second point, but the we'll think about the first ideas.
sirblackaxe 20 Jan, 2023 @ 5:58pm 
@Gatekeeper Another approach would be to have the situation add army-producing jobs to the planet, or to make the AI build strongholds and declare martial law. Or if you can figure out a way to make the AI land armies on a planet and keep them there, that would be ideal.

You might also want to consider a minimum colony age and/or number of pops for a planet to get a worm.
Gateman  [author] 20 Jan, 2023 @ 4:17pm 
@sirblackaxe - thanks for the feed back, don't really want to trivialize the experience for the player but I'll think about lowering the garrison min. The danger of war + worm seems appropriate though, disagree that's an issue. I'll look into the bug for on_Action3.
sirblackaxe 20 Jan, 2023 @ 4:12pm 
The update to make a minimum garrison strength of 500 required to prevent a bioworm attack from progressing makes it impossible for AI to deal with the situation, because they don't reach that garrison strength with Enforcers / Hunter-Seeker Drones and don't know to land assault armies.This is also extremely dangerous when a planet is occupied and limited to the garrison strength of occupation armies.

Bug: sw22_on_action_events.3 leaves ghost pops because it doesn't kill all pops on the colony before destroying it.
alex 19 Jan, 2023 @ 6:18pm 
Never found the tech to remove bioworm damage :steamsad:
Gateman  [author] 18 Jan, 2023 @ 10:51am 
@Dlor - when did you try the mod? Our updatee on Monday addressed both things you mentioned. Your army garrison effect the worm event now and the tech should come much sooner, but I'll add the tech to the end of event chain as well, that's a pretty decent idea.
Dlor 18 Jan, 2023 @ 10:25am 
Mod was decently fun, felt kinda RNG with fighting the worms, wish there was more I could do to influence those battles. Worst part is the technology needed to clear the blockers after beating the crisis. Instead of making it a random tech, give a small bit of starting tech to each empire after crises is defeated, that way anyone can research it when they want to. Or make a project to research the tech, etc. Would rate it higher but your blockers are still affecting my game 30+ years on and still haven't gotten the tech.