Stellaris

Stellaris

Military Enhancements 2.0 [Invasion Events and More]
351 Comments
DocHolliday 19 Jul @ 8:34pm 
I thought there was an option to re-roll names for the Gene Warrior program no? I only got 4 options and 3 of them were generic and weird like "warhammer" lol, I want them to be called space marines not warhammers... Amazing mod regardless.
asa 14 Jul @ 11:53am 
Please older version for 3.14
Atomandall 9 Jul @ 10:06pm 
Is there a console command for adding the armanents strategic resource?
hydra 9 Jul @ 4:39pm 
Mod clashes with Imperial Legions while using - More Emperor & Custodian Resolutions, and Galactic Unification

Mod also heavily clashes with ACOT / although ACOT has a feature to disable armies and such so maybe still compatible
eaT_sAnd 6 Jul @ 5:35pm 
nvm i fixed my issue i can just hover my mouse over rare resources and it shows up
SgtPeppersSoul 6 Jul @ 5:31pm 
I think with the new systems, gene warriors need an adjustment.

At the moment, their stats are better than assault armies, but their number is capped extremely low, requiring a whole building for every two additional armies. When used, especially with mods that can cause the enemy to have a lot of powerful defence armies, they just aren't worth it and require you to reinforce them with a lot of regular armies (which is an issue because the ground combat system sometimes just tosses them into the reserves).

I'd suggest either raising the cap per building by a fair bit or keeping it as is, but making the armies significantly more powerful
eaT_sAnd 6 Jul @ 5:29pm 
for some reason i cant see my armaments stockpile but the resource still exists and functions
BaconDoneRight  [author] 6 Jul @ 3:29pm 
@Welltonejoke Yeah, that's the issue. Did you download the Russian language pack by Tzverg in the mod dscription?
@Stepandia OOH shit thank you lol, forgot to do that. Will fix it as soon as my ISP restores my internet >:(
Welltonejoke 6 Jul @ 9:59am 
@BaconDoneright Ru, Thats the problem?
Stepanida 5 Jul @ 6:09am 
Dear mod author. Please copy the file "02_conquest_events_me" from this version of the mod to events only. It does not work in EO.
kudorek 5 Jul @ 3:25am 
Creator absolutely cooked, he made ground battle work before ground battle rework
BaconDoneRight  [author] 2 Jul @ 1:58pm 
@WElltonejoke What language is your game set in?
Welltonejoke 2 Jul @ 3:33am 
The idea is so good. I installed the mod but have description problems with most of the techs and events and etc. Something like TECH_UNLOCK_OFFICER1 and nothing more to understand what does this technology do, with 95% descriptions missed. No mods besides this one. Tried to install another random mod and placed yours lower in mod menu,but it doesnt help.
Ever Universe 25 Jun @ 1:22pm 
I hope it isn't a vanilla hard coded bug...
Ever Universe 25 Jun @ 1:21pm 
Is anyone else experiencing a bug where planetary invasions no longer happen and the planet gets instantly occupied by hostile armies regardless of the defending garrison?
Vlad_1492 25 Jun @ 12:37am 
Peak modding right here.
Nikal 23 Jun @ 1:44pm 
There's a small switch error here.
[21:36:08][trigger_impl.cpp:1193]: Script Error: Invalid context switch [leader] from PLANET [planet], file: events/01_ground_combat_events_me.txt line: 126, Scope:
type=planet
Sacred 5ausage 18 Jun @ 7:20pm 
WE ARE SO MOTHERFUCKING BACK!
CloudCoco 18 Jun @ 9:55am 
@BaconDoneRight Many, many other mods installed. Could simply be that then.
Do keep us updated on any changes you've got planned for a rework though!
BaconDoneRight  [author] 18 Jun @ 9:07am 
Hmmm. I don’t think that’s an issue with mine, I can sell food fine in my test playthrough. Do you have any other mods installed? I’m thinking for a 3.0 release, I remove the armaments resource and rework things as it seems to cause too many compatibility problems.
CloudCoco 18 Jun @ 8:30am 
I think I recall this being a bug in the last version too, but I can't sell food on the galactic market anymore. It's not an option in the tab, and pressing the food icon does nothing
TDK 17 Jun @ 8:02pm 
thanks for your work friend this mod is required for me ever since I found it. Starting a new empire right now
AltoidsMaximus 17 Jun @ 7:20pm 
Based, to say the least.
ranma100 17 Jun @ 5:10pm 
Good to see this back.
hydra 17 Jun @ 12:20pm 
Oooooooo i've found a new favourite!
Adsen 17 Jun @ 11:45am 
ts so peak
Adsen 17 Jun @ 11:45am 
W developer holy
Voltaire 17 Jun @ 11:14am 
Praise!
BaconDoneRight  [author] 17 Jun @ 11:04am 
Okay, it's updated! Please let me know if there are any bugs, especially in AI behavior. With how dramatic the update to Stellaris's base systems were, any future major updates will likely be an entirely separate mod, a 3.0, with proper integration with the new DLCs (which admittedly I haven't played yet) and balancing to better fit Stellaris's new job system. Small good news: the new pop system now supports percentage-based pop removal, meaning more events that involve devastation to the local planet are now much easier to code, balance, and should be more stable.
BaconDoneRight  [author] 17 Jun @ 10:37am 
No, it'll be done in a few hours, probably less. Been stuck on a bug where events like "Storming the Research Labs" are triggering without labs. Probably something with the new update borked it
RedAurelian270 17 Jun @ 10:33am 
Really gald to hear that you are updating the mod @BaconDoneRight. Take all the time you need the game still reciving updates and if it takes 1 more week so be it. the mod is great and it has make my games much more interesting in the past.
Take care
BaconDoneRight  [author] 17 Jun @ 10:23am 
Yeah, it's like almost done. Sorry for the delay, trying to patch the jobs from the mod into the new system is an absolute frigging nightmare :steamsad:
Hivelord 16 Jun @ 3:57pm 
@BaconDoneRight are you still gonna update it?
Gemmenstein 15 Jun @ 5:29pm 
W dev. I haven't even touched 4.0 yet because I missed this mod too much
Voltaire 15 Jun @ 8:20am 
Awesome! Thanks for the updates on the updates lol
lyric 14 Jun @ 3:45pm 
i keep getting this annoying event popup, any ideas?
CloudCoco 14 Jun @ 2:23pm 
Praise be to the author! was playing as a pirate empire and really missed sacking planets
BaconDoneRight  [author] 14 Jun @ 2:16pm 
Hi yall! Should have an update tomorrow, sorry for long wai
JurisDocta 11 Jun @ 1:47pm 
Hope this updates. If nothing else, please make the GC events part of the mod. I love it more than anything else, really makes things feel dynamic in war.
czp0711 7 Jun @ 5:52pm 
any word on a update?
JuanJ344 28 May @ 11:35am 
is there any chance you can leave a 3.14 version around once you update it for 4.0? Ive had other mods stop working for that and I do not care for learning the new planet system lmao
Molten Ring 28 May @ 10:14am 
@spacehamster What are you talking about? He's still going to update the mod and is very much willing to. Be a little more comprehensive
SpaceHamster 28 May @ 7:57am 
good luck guys, time to abandon ship
Vader 28 May @ 7:42am 
Aw, that sucks, well, we will be on stand by!:CrossedBlades:
BaconDoneRight  [author] 28 May @ 3:10am 
Still no update yet. Have next to no access to wifi for the next few days. Will try and find moment sometime
Vader 26 May @ 3:28am 
Good luck on updating the mod!
tzverg 25 May @ 2:32am 
just subscribe the comments, i think creator notify after update modification
SpaceHamster 25 May @ 2:04am 
is there a button to notify when updated?
Voltaire 23 May @ 5:38am 
Alls good! I get what you mean, good luck!
BaconDoneRight  [author] 23 May @ 3:00am 
I’m so sorry everyone, I’ve been on a singing tour and haven’t had any time. I’ll try and fix mod if I can scrounge up some free time 😭