Stellaris

Stellaris

Leviathans (Guardians) Always Spawn (PRE 2.0 MOD)
34 Comments
Briggs 4 Jul, 2018 @ 7:23am 
Makes sense since they changed the system initializer.
Seven  [author] 24 Mar, 2018 @ 3:13pm 
@Grey Dragon Then unfortunately I won't be continuing to support it; at least not until I return to stelaris
Grey Dragon 11 Mar, 2018 @ 5:42pm 
I've tested this with the "observe" command by disabling all mods, double-checking that ONLY this mod is installed and starting a brand new game. I'm afraid that it doesn't work with the current version of Stellaris, although I've no idea why this should be.
Seven  [author] 9 Mar, 2018 @ 12:52am 
I do not know if this mod requires an update. I would suggest starting a game and using the "observe" command to see if all the leviathans are spawning. If they are, then no update is required.
BogusFlow 1 Mar, 2018 @ 1:45pm 
Works with 2.0?
striped panther 9 Jan, 2018 @ 2:16pm 
k thanks
Seven  [author] 4 Jan, 2018 @ 1:46pm 
@striped panther it should be, but other updates have messed it up before. My suggestion is to launch a game and use observe to see if you can find the Guardians if you aren't sure - but at a minimum it shouldn't affect anything up gaurdian spawn rates.
striped panther 3 Jan, 2018 @ 10:28am 
is this mod compatible with 1.91
Seven  [author] 15 Nov, 2017 @ 6:45pm 
@Целовашка That might theoretically be possible, but it's not something that I can do. That involves editing the spawning location determining scripts, which I (at least) do not know how to do.
Уберите Из Мута 14 Nov, 2017 @ 6:29pm 
can u make leviathans do not spawn at FE territory or near it, coz it happend they kill them instantly
Seven  [author] 3 Nov, 2017 @ 7:20am 
@Целовашка No, that's not something I can do, as that involves a bunch of advanced AI editting, rahter than just spawn rates.
Уберите Из Мута 2 Nov, 2017 @ 8:53am 
can u make computer playes to do not kill leviathans ?
Seven  [author] 1 Nov, 2017 @ 7:09pm 
Now (hopefully) updated to 1.8.3, let me know if the mod is still not working.
Coxi 19 Oct, 2017 @ 5:31am 
in my games there are just two leviathans too
Kardashev 16 Oct, 2017 @ 12:15pm 
Hi, I just tried the mod with new version and it seems not work with this version of game. Even I play Huge (1000 stars) map only two guardians spawn. It becomes normal when I switch off the mod. Could you please have a look, many thanks
Уберите Из Мута 21 Sep, 2017 @ 3:18pm 
update to 1.8 plz
Kardashev 21 Sep, 2017 @ 8:39am 
1.8 compatibility check needed
MaNiPuLaTedFuZe 22 Jul, 2017 @ 7:37am 
add_research_option = tech_enigmatic_deflector
add_tech_progress = {
tech = tech_enigmatic_deflector
progress = 0.30
}
add_research_option = tech_enigmatic_power_core
add_tech_progress = {
tech = tech_enigmatic_power_core
progress = 0.30
}
add_research_option = tech_enigmatic_encoder
add_tech_progress = {
tech = tech_enigmatic_encoder
progress = 0.30
}
add_research_option = tech_enigmatic_decoder
add_tech_progress = {
tech = tech_enigmatic_decoder
progress = 0.30
}
add_research_option = tech_enigmatic_disruption_field
add_tech_progress = {
tech = tech_enigmatic_disruption_field
progress = 0.30
}

Hope you find some use for this.
MaNiPuLaTedFuZe 22 Jul, 2017 @ 7:37am 
Hello Again and sorry to plague you're mod comment section with my comments, but after switching game versions I may have found something you might find to be a nice addition to your mod. Under the Events folder in the file guardian_events.txt I found the difference that dictated the tech spawns after the event chain for the Enigmatic Fortress. So in the current file there is a line of code that goes OPTION followed by your typical tech research boosts then RANDOM_LIST followed by your 4 techs. I'm replacing it with the lines from version 1.4 hoping that they have changed the source code to the point its broken, and well here it is.
MaNiPuLaTedFuZe 11 Jul, 2017 @ 11:30pm 
yep, all good. I found the guardian tech file and set the enigmatic techs and dragon armour to be a high tech weight and put it at factor 1 so now it appears as a regular rare tech. I will find a way to change the spawn chances before starting a new game but I'm yet to find the event chain outcome file though i have bookmarked promising file paths so i can find it with ease, hopefully.
Seven  [author] 11 Jul, 2017 @ 8:55pm 
@MaNiPuLaTedFuZe I remember that there was a way too edit it back, but I haven't looked into it too much as I haven't played since the latest update, but the change looked like it was something that had to be applied before fighting the fortress
MaNiPuLaTedFuZe 10 Jul, 2017 @ 9:44am 
Sorry to post multiple comments, but I found a (not sure if it determines spawn chance yet) for guardian techs its in: Stellaris/common/technology/00_guardian_tech.txt in case you wanted to (or someone else wanted to) modify the access to techs like dragon armor and enigmatic techs.
MaNiPuLaTedFuZe 10 Jul, 2017 @ 6:34am 
Ok, so I haven't checked the wiki yet due to life keeping me busy, but I did manage to get one gaming session in that I didn't want to waste. Thats said I eliminated the Enigmatic Fortress. I've beaten it in a couple of other saves and got crappy rewards, so I used a guide to guarantee I got them all, turns out it got patched and I hate to even ask but is there a way to modify it so that you get all of the rewards? I only ask because in my gaming session an Ascendancy Awoke, attacked an all and I'm now stuck with the 'Imperious' opinion and they just finished their war with my ally so I'm next. I should mention its too late for me to redo the event as well I already finished the events in Ironman mode so unless I want to load somewhat far back save which I'm totally cool with, I want to know if it can be done so that I can relad that old save because of OP power generation, tracking, evasion and shields.
MaNiPuLaTedFuZe 9 Jul, 2017 @ 12:21am 
Thanks I'll check the wiki first and if there is something I don't understand, I may bother you with more questions.
Seven  [author] 8 Jul, 2017 @ 12:12pm 
@MaNiPuLaTedFuZe I didn't change max instances, which theoretically shouldn't affect anything, but might have. IIRC (as this mod was made 3 months ago) I changed the spawn chance variable, but the numbers were not immensly obvious as there was some math involved behind the scenes based on map size. I suggest looking on the wiki (or google) on how the spawn chances work - if that doesn't help, I can look at the files and try to work through what I did.
MaNiPuLaTedFuZe 8 Jul, 2017 @ 6:06am 
@Seven Hey sorry to be a bother but what did you change in the initializer file? I've done some editing on it myself but so far my results have lead to: None of the guardians spawning (I set the spawn chance to 99999) or only the Fortress, Dreadnought, Dragon and Technosphere spawning (spawn chance of 100 or 9999 didn't affect it.) I did chance the max instances, should I not have?
Miesha 4 May, 2017 @ 2:16am 
Alright, turns out the curators just dont want to tell me about the extras in the galaxy. Cheapskates. Finished a map on a Huge sized galaxy and saw at least six of the Leviathans (Dreadnought, Fortress, Horror, Infinity Machine, Devourer... Oh also the Crystal thing). So I figure it's just that the curators are lazy or dont know everything or something. Not a problem at all!
Seven  [author] 21 Apr, 2017 @ 7:02am 
@>>Nyuu<< Miesha Are you using a medium sized map? Becuase if not (as I do have reports of this working), that sounds like a conflict, becuase what you're describing sounds fairly close to vanilla behavior (unless it has been those guardians in both/all games)
Miesha 20 Apr, 2017 @ 5:02am 
So far I've seen the Ether Drake, Automated Dreadnought, Infinity Machine and Enigmatic Fortress while using this mod. So it's still missing the Spectral Wraith (all 3 types), Dimensional Horror, Stellarite Devourer and Hive Asteroid. Granted I've only tried two games and only until I could find the curators to tell me about what's in the galaxy. I'll keep trying.
Seven  [author] 8 Apr, 2017 @ 6:42pm 
@[tdve]warangel as mentioned in the other comments, and on the mod page, this mod does support 1.5.0
VS-lockon 8 Apr, 2017 @ 6:24pm 
i hope this work in 1.5.0
LORDJESSIAH 6 Apr, 2017 @ 5:55pm 
Awesome! :)
Seven  [author] 6 Apr, 2017 @ 5:53pm 
@LordJessiah This is already updated for utopia (as far as I am aware) - becuase Utopia doesn't add any new guardians, or edit the file, this should work fine with or without the expansion.
LORDJESSIAH 6 Apr, 2017 @ 5:47pm 
Will this get updated for the Utopia expansion?