Stellaris

Stellaris

WP's Dangerous Wildlife Expanded (3.14)
348 Comments
Deep♂Dark 9 Jul @ 10:03am 
wow ! amazing mod ! Someone tested with 4.0.21?
WP 🥔  [author] 8 Jul @ 3:36pm 
@xKilryox
Thanks! Let me know what feedback you have for me to improve it!
xKilroyx 7 Jul @ 11:26pm 
Wow This looks incredible!
WP 🥔  [author] 28 Jun @ 6:45pm 
@TotalCarnage
Yep! Should be. Hives are allowed - with the exception of devouring swarms. They eat the wildlife, they don't ride it.
TotalCarnage 28 Jun @ 5:16pm 
can hive minds get the Calvary techs?
WP 🥔  [author] 23 Jun @ 8:19pm 
@Finlay
Should be 100% fine!
Finlay 23 Jun @ 3:32pm 
is this ocmpatible with modded namelists or will it throw up names like %SEQ%
WP 🥔  [author] 2 Jun @ 12:34pm 
@Joachim
As I said on my other mod page: Yes, but not until the developers improve performance (as 4.0 was supposed to do).
Joachim 2 Jun @ 12:09pm 
Hello, will there be an update for 4.0?
WP 🥔  [author] 31 May @ 11:41am 
Cool ideas!
Hazardous 31 May @ 10:26am 
Possibly a route for environmentalist civilizations too
Hazardous 31 May @ 10:26am 
Symbiotic relationships developing between symbionts and the wildlife would be cool, letting you either take the normal route, or put resources into taming and adapting those species for your wilderness for a better buff. Maybe you get a bunch of the armies for free this way?
WP 🥔  [author] 31 May @ 10:23am 
@Hazardous
This isn't a 4.0 mod yet. What interactions would you like to see between them?
Hazardous 31 May @ 9:51am 
do wilderness empires get unique interactions with these wildlife forms? They are part of our expanding ecosystem after all.
WP 🥔  [author] 19 May @ 9:16pm 
@King of Winter
Thanks for the comment! If you have balance suggestions let me know.
King of Winter 19 May @ 9:15pm 
This is a really awesome mod, Although it does make you have to put WAY more resources into armies in the early game it's still Very good. The different typres of wildlife add way more flavor to plantets. Hopefully we can get an update soon.
Muggel 15 May @ 2:08am 
Mods always take a really long time to get updated after a big game update. The 4.0 was a major update, I expect a lot of mods wont get updated to Version 4.*
Update soon hopefully?
King of Winter 13 May @ 6:48pm 
Does this need an update for the new expansion?
syraphim777 9 May @ 1:15pm 
Wilderness is what is sayd. And dangerous wildlife heart part of it aka "surwiwal of the fittest". maybe some week defensive armies on start from that blockers, swap tech (more flavourful text for that hive, or bosses attacking enemy not a player when some AI send armies aganst you?)
WP 🥔  [author] 9 May @ 2:39am 
@syraphim?
Fits?
syraphim777 9 May @ 2:24am 
Some fits for Wilderness hive pleeeas?
Lava 7 May @ 3:05pm 
check the WPs planet view @fran @zeizei, maybe wont be a 4.0 patch
Zeizei Pumpum 6 May @ 10:22am 
so u have plans for a 4.0 update?
Fran 5 May @ 9:58am 
Needs a Patch. Otherwise crashes the Game on Startup!
Biogenesis Patch needed.
WP 🥔  [author] 23 Apr @ 2:41pm 
@Lava
Actually I barely play this mod so I don't know better at all! Always looking for feedback from people actually playing so I can make adjustments. Keep your ideas coming!
Lava 23 Apr @ 9:13am 
@WP
Yeah! Everything else is working great and quite a fan of the stuff this mod adds,
Not too sure how it could be improved, maybe add a condition where the bosses wont spawn on planets under a certain population? (Assuming that is what causes the planets to become uninhabited but I'm pretty sure it )
I've also noticed my planets didn't get the feature when subduing them as well, just have the little planet modifier message saying "subdued" although it is possible I'm just missing a technology maybe
Could also maybe reduce the bosses health so the fighting ends quicker? Would also be a bit easier to manage if you don't have a lot of armies near planets where bosses spawn but to be honest less of an issue really
Up to you though ultimately is your mod you'll know better then I would ofc ofc
WP 🥔  [author] 23 Apr @ 2:39am 
@Lava
Interesting to hear! All the other stuff is working well, though?

What do you recommend specifically with the bosses?
Lava 22 Apr @ 12:21pm 
mod is cool, only issue i've ever had with it is the bosses, they will unfortunately have about a 60-70% chance of just wiping out a planet, Think it's because the constant fighting reduces population until it goes to 0 (haven't really tested it much but any planet below 30 pops seems to have a high chance of getting destroyed)
Had about 5 bosses come up and they wiped out 3 of my planets (with sufficient armies too fighting against them) highest populated planet was 20 so maybe a bug or maybe just my fault but either way should maybe be re-worked a little bit
The planet will just suddenly become uninhabited and needs to be colonised again, all armies are kicked off the planet too
WP 🥔  [author] 12 Apr @ 12:57pm 
@ham
No
hamzanuseibeh 12 Apr @ 12:53pm 
so its certain that the mod will remain on 3.14?
WP 🥔  [author] 6 Apr @ 11:36am 
@hamzan
Check the comments on "WP's Planet View" for my up to date thoughts.
hamzanuseibeh 6 Apr @ 9:23am 
oh, thats a shame
WP 🥔  [author] 1 Apr @ 4:11am 
@hamzunuseibeh
Depends on beta 6 and the dev diaries between then and now! I really dislike 4.0's planetary management and will likely be staying on 3.14.
hamzanuseibeh 1 Apr @ 3:27am 
do you plan on updating this for 4.0
WP 🥔  [author] 22 Feb @ 4:39pm 
@NymNepNep
Invade them! If it's not working make sure you're on the latest version.
[SGT] NymNepNep 22 Feb @ 1:48pm 
Hello, I have a question! What do I do about Dangerous Wildlife occupied worlds?
Kazeck 22 Feb @ 1:27pm 
Also it's worth noting that the 1-5 seconds is including processing for other event checks that procced, so it is definitely improved.
Kazeck 22 Feb @ 1:17pm 
I playtested using the save from when I identified the issue, and also a new game briefly (for about 30 years)

It seems to have mostly fixed the issue, the lag decreased drastically, down to about 1-5 seconds depending on the amount of colonized worlds with threats on them galaxy wide, (this is in a medium galaxy with higher habitable world count and maximum ai)

So while it does come with a small amount of processing overhead, it is very much so within tolerable levels for me and likely anyone else.

Thank you for the prompt responses and the quick work WP, I love the flavor and fluff of the mod enough to make it a standard in my playlists!
WP 🥔  [author] 22 Feb @ 11:53am 
@Kazeck
I just pushed an update! I believe the cause was that the event would roll the same number and apply it to all planets. I've added some missing "reroll_random = yes" effects to try to ensure a new number is picked each time.

Let me know if that fixed it!
Kazeck 22 Feb @ 11:32am 
Yeah! Could be an interaction between mods, but I saw that my vassal was being attacked the exact same day, as were two of my colonies.
WP 🥔  [author] 22 Feb @ 11:21am 
@Kazeck
No it's not a problem. I change a lot on the backend of the mod this month it's totally possible that I introduced some lag. Wildlife attacks shouldn't be on the same day across the whole galaxy, it's a random day over the next 720 and should be different for each planet - but maybe I messed that up! I'll have a look.
Kazeck 22 Feb @ 11:19am 
Oh, well I'm not trying to badmouth the mod, I just noticed that whenever attacks spawned for me it coincided with a lagspike for a few seconds each time. Mostly because it looked like they spawned galaxy wide on the same day, I might be entirely incorrect but disabling this mod also disabled the lag on my end.

Could just be due to some incompatibility somewhere or other, but yeah I think it was due to resolving the addition of units all over and the Ai reacting to them.
WP 🥔  [author] 22 Feb @ 10:38am 
@Kazeck
They cause lag? Like how, during army combat? It's only a couple of units I don't understand why that would be a thing?
Kazeck 22 Feb @ 10:28am 
My current issue with this mod is simply that the wildlife attacks cause tremendous lag on my end, thematically I adore the mod though!
WP 🥔  [author] 21 Feb @ 9:44am 
@Lelouch
Yeah that's a vanilla AI problem. You should see the wildlife die off from starvation over the next few years, though, and the AI will resettle the remains. check the change notes tab for details and let me know if it's not working!
Lelouch VI Britannia 21 Feb @ 9:39am 
its definitly fixed my problem all wokring good and fun as usual, however i see what peeps mean it cripples the ai as the ones i have intel on if it has one of the tile blockers they just build forts on said world and thats it, plus they dont seem to retake them when lost looking at one ai whos lost 6 worlds to the wildlife and his fleets just sit in orbit
Saravind 21 Feb @ 7:11am 
yeah was before last nights patch, it sort of hard to get them to attack again during colonise duration to test but playing again tonight. keep up the good work
WP 🥔  [author] 21 Feb @ 7:04am 
@Saravind
Was it before last nights patch? Also wildlife should never attack prior to colonisation!
@Pahot
That's so awesome to hear! I love hearing how it feels to play.
Lelouch VI Britannia 21 Feb @ 6:31am 
ah still sounds like a similer glitch to what i had as my pops were still there however looks like the update fixed it as its all working again now