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You can check proof of this and read detailed description here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2055544110
Thank you!
It does bring a question for me, though:
How does this mod react to modded crisis? I don't mean a mod to a vanilla crisis, but a mod that adds an entirely new crisis.
Do you even know if it needs an update? does it work or is there just a little red X next to its name?
Not too soon later, the same marauder created another khan who also got stuck and afk, I killed him using console command.
Then finally the 2nd marauder emerged as the third khan and things proceed as normal. He eventually died.
Now there's one marauder left that never became a Khan.
I've created a specific event to manually force trigger the last Khan event (for testing purposes): [crisis_trigger.12 ]. This should trigger the "Horde" and awaken all the remaining Marauder countries.
Im thinkgn this is ai mod related (im running GAI, EAI and GCM) as its behaviour.
Sorry to have troubled you, i really appreciate your time and effort into making stellaris better!
@aZmoDen: As this mod does nothing other than calling the Vanilla crisis events I'm at a loss as why they wouldn't move. Was it the second crisis that occurred?
THEN i triggered all 3 using event crisis_trigger.3 and the AI things did nothing either. The subspace echos appeared and 70 years later nothing occured.
I suspect something might be fxing with the mod but has anyone else had this behaviour from the crisis? or am i alone in this (and looking for a mod conflict?)
I have a game where the marauder horde got stucked against Ancient Caretaker FE which it is not allowed to invade, so it sat there in the starting system until the great khan died or boredom. Not too soon later, the same marauder became the horde again, and got stuck like the last one.
I had to kill them all using consome commands to prevent them from stacking endlessly lol.
The events which manages the Marauders crisise should be available regardless of any other mod that overwrite the [crisis_trigger_events.txt] file. So even if your other mods overwrite the trigger event for the crisises it will still allow you to experience multiple Khans.
Just a basic question with the unbidden. I know they mention the anchors they build that must be destroyed before the portal but the unbidden dont seem to build any? Just wonder did they change something in vanilla?
@Love: It probably does.