Stellaris

Stellaris

Crysis
74 Comments
Ornstein 4 Jun, 2022 @ 5:07pm 
Did it work to today version?
Latex Santa 30 Sep, 2020 @ 4:23am 
This looks amazing. Would dearly like to see it updated.
Anbeeld 22 Aug, 2020 @ 7:10am 
For those who still play Stellaris 2.1: I created a new AI mod which is based on Glavius's work, but my mod goes much deeper and have a lot of unique features, leading to much better AI. And also I update it quite often, adding new stuff.

You can check proof of this and read detailed description here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2055544110

Thank you!
Darh 13 Jun, 2020 @ 9:47pm 
pity ,,, it doesn't work well
Norton 16 Apr, 2020 @ 3:26pm 
Can you update it please ?
Fenrir (Away maybe for long) 17 Sep, 2019 @ 4:47am 
@Sceprax Can you update it please ?
Idoloni 14 Jun, 2019 @ 6:01pm 
Anyone tested this in 2.3?
Red1 8 Jun, 2019 @ 1:08am 
Thanks for the update
Trixie 5 Jan, 2019 @ 4:19pm 
does this still work?
Kingdark 9 Dec, 2018 @ 7:57am 
I think that this mod only does something to vanilla crisis's. Don't quote me on that though, but judging from the info, I can only come to that conclusion.
BobGrey 13 Aug, 2018 @ 9:46pm 
So, if I understand correctly, this mod allows a single game to spawn every crisis? This is something I have been looking for!
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.
Chastity the Celibate 21 Jun, 2018 @ 6:45am 
@rainy67, no it’s not
forerunner398 18 Jun, 2018 @ 7:00pm 
So I take it this isn't compatible with crisis manager?
Fenrir (Away maybe for long) 2 Jun, 2018 @ 7:00am 
you write " Stellaris version supported: v2.1.* ", but for the game, it's not up to date, maybe a forgotten files ?
aZmoDen 31 May, 2018 @ 9:17pm 
No worries ScepraX, thanks for your time so far, this is one of the 'must have' mods
ScepraX  [author] 31 May, 2018 @ 1:54pm 
It should work the same as before. That said I do think it needs an update to provide more breaks between endgame crisises and trigger the marauder crisis more often as well. It might take a while before I update the version because the mod is not broken.
aZmoDen 28 May, 2018 @ 11:21pm 
@thegrapest and yet, shouting will there be an update? common man!
Do you even know if it needs an update? does it work or is there just a little red X next to its name?
The Grapest 24 May, 2018 @ 3:47pm 
@azmoden And i wish you were funny, ill have to remind your mother to teach not to speak unless you have something good to say
aZmoDen 24 May, 2018 @ 3:01am 
NO GRAPEST, THIS MOD IS WORKING HARD AT GOING BACKWARDS WHILST SHOUTING LOUDLY
The Grapest 23 May, 2018 @ 7:18pm 
WILL THERE BE AN UPDATE?
Reya 16 May, 2018 @ 5:54pm 
Just checked all my AI mods and none of them touch Crisis AI. May be Vanillia bug?
Reya 16 May, 2018 @ 5:41pm 
Just chiming in to say that the Crisis AI doing nothing is not caused by this mod. It is either a Vanilla Glitch or something to do with AI mods. I have several AI mods installed and don't have this installed. I started the Unbidden via Console after getting the Scourge spawning naturally (They spawned next to a FE and got wiped out) The Unbidden did nothing afterwards but sit in thier home system and ignore everything, while the other AI Empires ignored them.
Chirumiru ShiRoz 28 Apr, 2018 @ 12:53pm 
@ScepraX Basically what happened is that the first Khan appeared, but did not do anything and stayed within it's starting area (It had only one system as opposed to three), after 20 years, the khan died and the horde turned back into a normal marauder.

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.
ScepraX  [author] 28 Apr, 2018 @ 10:17am 
@Chirumiru ShiRoz: I think this is related to the way the Vanilla marauder event is triggered: during the midgame the marauders may appear spontaneously but during the endgame they can only be triggered by destroying a Void Dwelling. I assume that the first two Khans appeared during the midgame but during the endgame none appeared? That would be intentional by Paradox.

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.
Chirumiru ShiRoz 28 Apr, 2018 @ 9:54am 
@ScepraX If the same marauder tried to be a Khan again (As I mentioned earlier), it seems the third Marauder will never turn into a Khan and stay a pirate forever, is this also intentional?
aZmoDen 27 Apr, 2018 @ 3:22am 
The first was unbidden, followed by the dimensionals 2 and 3 (nfi what theyre called). Second was AI. Now, the dimensionals did nothing, no expanding nothing. The AI 3/4 worlds / fleets did nothing but one world and its fleets did start expanding. I never got the zerg.
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!
ScepraX  [author] 27 Apr, 2018 @ 3:19am 
@Chirumiru ShiRoz: I didn't think that would be a problem. So yes I guess it is intentional.

@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?
aZmoDen 27 Apr, 2018 @ 2:20am 
I had unbidden spawn and do nothing. Then the other 2 dimensionals and nothing.
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?)
Chirumiru ShiRoz 26 Apr, 2018 @ 7:33pm 
@ScepraX Is it intentional that the same marauder will rise again if it failed the last time and turned back into a normal marauder.

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.
ScepraX  [author] 24 Apr, 2018 @ 10:26am 
@xnadu27: Thank you. Though I already updated the mod some moments (like maybe 5 minutes) prior to your comment which should fix the mentioned issue. We had the same thoughts. ;)
Chastity the Celibate 23 Apr, 2018 @ 1:50pm 
Actually @ScepraX, when using this with the Crisis Tri-Attack mod the command for triggering a marauder crisis does not work, even though that mod doesn’t touch it.
ScepraX  [author] 23 Apr, 2018 @ 1:47pm 
@Chirumiru ShiRoz: This mod does NOT overwrite the Crisis events. To be specific: it overwrites the events that trigger the crisis events (it's actually a seperate file). Any changes to the crisis events themselves should be fully compatible with this mod.

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.
Chirumiru ShiRoz 23 Apr, 2018 @ 12:06pm 
Any chances you can release a seperate mod that includes only multiple hordes? I have mods that overwrites base Crisis events
Chastity the Celibate 22 Apr, 2018 @ 1:24pm 
Ok cool
ScepraX  [author] 22 Apr, 2018 @ 1:05pm 
@xnadu27: Just call [event crisis_trigger.12] in the console a couple of times. Depends on how many marauder countries there are but each execution of the event will 'awaken' one.
Chastity the Celibate 22 Apr, 2018 @ 12:40pm 
Can you add a command triggering all possible marauder crises?
ScepraX  [author] 20 Apr, 2018 @ 1:21am 
@tmonahan23: I don't know. Might be because of the 2.0.3 patch.
ScepraX  [author] 20 Apr, 2018 @ 1:20am 
Updated the mod with marauder crisis support. Multiple Khans may now appear. If you use the manual console commands to start multiple marauder crisis events (multiple Khans) this may result in unexpected behavior (concerning the death of the Khans).
tmonahan23 18 Apr, 2018 @ 5:54pm 
Ok cool!
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?
ScepraX  [author] 18 Apr, 2018 @ 12:52pm 
@tmonahan23: Just like the Vanilla game these crisis event triggers will completely ignore the Fallen Empires and War in Heaven. The conditions for activation are identical to those of the Vanilla game.
tmonahan23 17 Apr, 2018 @ 4:04pm 
I had a war in heaven then 50 years later,.. now i have the unbidden while the war in heaven is still active. Its leading to great stories but unsure if your check is also checking the war in heaven of was it inteneded to have a crisis to fire with war in heaven since they are more just empires at war verse a unknown enemy crisis?
ScepraX  [author] 4 Apr, 2018 @ 9:08am 
Simplified the mod to make sure only one crisis will be active at any time (unless you use manual commands). The mod will overwrite the Vanilla crisis trigger event to achieve this. Also includes a hard 50 year timeout between crisis activations.
Yvraine 3 Apr, 2018 @ 8:14pm 
thx for the fast answer
ScepraX  [author] 3 Apr, 2018 @ 2:18pm 
@Zanril: Sounds like the active crisis detection script has some kind of loophole that I've overlooked. Sorry about that.

@Love: It probably does.
Zanril 3 Apr, 2018 @ 2:10pm 
Well I just had both The Contingency, and The Prethoryn Scourge show up around the same time. This is Iron man so no console commands were used. Not sure what caused it but thought I should let you know. Guess i'll see how well I do maybe they will fight each other that could be fun to watch.
Yvraine 3 Apr, 2018 @ 5:21am 
Does the mod work in multiplayer?
ScepraX  [author] 11 Mar, 2018 @ 12:01pm 
@nicebagdad: That's interesting. I've haven't yet looked at the new crisises yet.
nicebagdad 11 Mar, 2018 @ 11:24am 
Thanks! I was wondering this as well, is there a limit to midgame crisis as well? since having multiple Khans rising up throughout the mid-game would be terifiying. yet this hasn't happened to me in the last 3 games i have played.
ScepraX  [author] 11 Mar, 2018 @ 11:13am 
@nicebagdad: Yes you can. Thanks for pointing out that was not in the description.
nicebagdad 11 Mar, 2018 @ 10:04am 
can i add this in a already active save? (no endgame crisis have happened yet)