Stellaris

Stellaris

Monster Waves 3
41 Comments
yonib960 25 Nov, 2018 @ 7:45am 
endgame crisis: we are countless


mods: hold my beer


just a little meme did there
dont ask
ScepraX  [author] 1 Mar, 2018 @ 12:58pm 
I've released Monster Waves 4 . Have fun.
ScepraX  [author] 1 Mar, 2018 @ 8:36am 
@Caellach: I've to correct myself on the subject about new content because I've decided to add a new ship type. It's a dedicated drone carrier that does combat with drone fighers from a distance.
ScepraX  [author] 1 Mar, 2018 @ 6:25am 
@Caellach: The mod will be fully compatible with existing savegames.
Caellach 28 Feb, 2018 @ 1:07am 
neat.. Will the mod still be able to be used with saved games?
ScepraX  [author] 27 Feb, 2018 @ 5:43am 
@Caellach: There's not going to be new content at this moment. The way the new version of the mod works has been revised and the fleet power of the monsters have been rebalanced. Best new feature imo is that the monster fleets will gradually grow during a game, becoming increasingly more difficult to deal with. Initially the monsters will be much weaker compared to this version. There are many more changes but there won't be any new monsters.
Caellach 26 Feb, 2018 @ 7:02pm 
question. anything new gonna be added.. or is it gonna be pretty much the same?
Caellach 26 Feb, 2018 @ 2:34am 
neat. take your time..
ScepraX  [author] 26 Feb, 2018 @ 1:04am 
@Caellach: The new version is looking promising. Still need to test it extensively but I will probably release it during the next couple of days.
Caellach 25 Feb, 2018 @ 11:38pm 
This is one of my most liked mods.. So I cant wait till it gets updated.. Not asking you to hurry or anything..:steamfacepalm:
ScepraX  [author] 24 Feb, 2018 @ 4:06am 
@MightNight: It needs some work and testing before it will be updated.
MightNight 23 Feb, 2018 @ 6:50pm 
Is this still going to be upkept?
crymson 14 Oct, 2017 @ 8:03pm 
Maybe just take an average of fleet power in the galaxy at the time of spawning?
For the NSC problem I'd suggest having the mod ignore the NSC playable guardians entirely as they are a signficant oulier.
crymson 12 Oct, 2017 @ 1:47pm 
Just a note this and Pirate waves, both of which I really enjoy, have an unfortunate relationship with the playable guardians of NSC 7.0 The instant you get a guardian of your own all the spawns of the galaxy go straith to maximum. I got a technosphere guardian and within a matter of a few months had a 39k pirate fleet led by a galleon show up at my homeworld. Whis was repeated by crystals, amoeba, void clouds etc. and the fleet sizes kept getting bigger, eventually I was seeing 180k drone fleets. I think it is reading the Boss level power of the guardian as a massive amount of fleet power. I was only able to cope by keeping my guardian constantly running around fighting, fleeing, repairing and returning to fight again, oh and build assloads of military stations.
DustCloud 10 Oct, 2017 @ 7:52am 
OMG that's an incredible idea, this is what a Leviathan DLC should do, a danger galaxy with endless space behemoth , even more interesting than the so calll "endgame crisis", a empire's grow is not simplely fight the other empire, the true hunter hide beneth the gas gaint's atomesphere is waiting for his prey! whatever, thx so0000000 much for this mod XD
Krylia Viru 9 Oct, 2017 @ 12:41am 
Oughta be made to use mod_menu mod
NiKuTa 4 Oct, 2017 @ 12:56pm 
Could you make something like that but with guardians ?? If one will be klilled you have 1%-10% chance that new will spawn in 1-10 years.
It will be a good idea to make some options of spawn chance for each guardian, etc. Maybe some events with guardian spawns.
Pequod 24 Sep, 2017 @ 9:22pm 
thanks for the quick update man, really appreciated!
ScepraX  [author] 24 Sep, 2017 @ 10:35am 
Updated to v1.8. No changes were needed.
Уберите Из Мута 21 Sep, 2017 @ 2:21pm 
update plz
BladeofSharpness 14 Jul, 2017 @ 9:15pm 
I never saw them bombard at least.

Update: I believe they are working now, don't know why though... Now a question, why there is no setting as in pirate wave to control their strength? Because my empire is not the weakest by far in the galaxy, but having to cope with several 4k amoebas when your total fleet strength is 3-4k is just too much. That said, your work is awesome ScrepraX, congrats :steamhappy:
FourFire 14 Jul, 2017 @ 12:34pm 
Do the Monster fleets in this version still bombard planets?
Is it possible to prevent them from doing so without changing other behaviour?
BladeofSharpness 13 Jul, 2017 @ 5:50am 
I definitively see some monsters but this might be because I ran some events (.1000 event), so the core is working. I'm unsure the monthly tick is. Can we give you some logs on that. I started the game with the mod on also.
ScepraX  [author] 12 Jul, 2017 @ 12:18pm 
This mod has not been modified like the Pirate Waves because it does not use traits. Last changes have been localisation, compatibility with the fleet power calculation mod (which has no effect if you don't use that mod) and some naming. So I can't really think of anything that might cause this sudden change. Any hints what has changed for you? Any new mods that might have an impact? Are you using a save game where this mod has been enabled since the start?
Zares 12 Jul, 2017 @ 9:03am 
I think it's not working for me too :(
BladeofSharpness 3 Jul, 2017 @ 11:04pm 
Have you used the same fix as in Pirate Wave, because I'm pretty sure the mod is not working for me as of now.
Red Moff 18 Jun, 2017 @ 1:58am 
Great mod!
Ethesto 15 Jun, 2017 @ 4:41am 
That sounds very likely, I have had no problems with Realspace and this mod.
Zares 15 Jun, 2017 @ 4:39am 
Is this awesome mod compatible with Real Space? I enjoy this mod very much, but I think after I installed RS, I see monsters very rarely. But maybe because I was surrounded by 3 Fallen Empires, so they could destroy them before I was able to see the monsters.
Wysaw 5 Jun, 2017 @ 5:50am 
ah that makes alot more sense. thanks for the reply.
Also gotta say I love the statistics showing how many ships you have killed/been killed by each monster type. its a nice little touch which makes the mod feel like part of the core game.
ScepraX  [author] 5 Jun, 2017 @ 5:16am 
@Wysaw: It's more a restriction is the sense of "when you have enough fleet power to defeat them they will appear" and when they first do you might have to combine all your fleets to defeat them. But they won't become stronger when your fleet power increases (unlike the pirates from the other mod), so when you have 50k fleet power you won't need combine all your ships in one fleet anymore as any 32k fleet will be able to defeat a normal Crystal fleet (for instance).
Wysaw 5 Jun, 2017 @ 4:12am 
So if the fleets that appear are going to be based on my total fleet strength then doesnt this mean that I will need to keep all my ships together in a single fleet in order to defeat these monsters?
I have been playing with this excellent mod since version 1 and I have found it mandatory to create atleast 2-3 fleets in different locations in order to be able to respond quickly to monster attacks before they kill all my spaceports.
Ethesto 27 May, 2017 @ 4:24am 
Thanks babe
ScepraX  [author] 27 May, 2017 @ 4:17am 
@Your Hero, Ethesto: You can remove the old version and continue playing with this one.
Ethesto 27 May, 2017 @ 4:16am 
Ok good, so no need for MW2?
ScepraX  [author] 27 May, 2017 @ 4:14am 
This is a standalone version.
Ethesto 27 May, 2017 @ 4:09am 
Is this mod a newer version or addition to the other two monster wave mods?
Lady Crimson (RIP) 26 May, 2017 @ 4:56pm 
sounds cool, I like it since things do get a little stagnant.
ScepraX  [author] 23 May, 2017 @ 10:50am 
Some people might like the fact that the previous version didn't care about your fleet power. And existing drone and cystal fleets from a previous savegame will suddenly become a couple of times more powerful.
Geki 23 May, 2017 @ 9:39am 
What is the purpose of releasing the mod as v3 instead of updating v2?
himwhoscallediam 22 May, 2017 @ 10:03pm 
Great idea testing it tonight.