Stellaris

Stellaris

Dynamic Difficulty - Ultimate Customization
Question 8 Jun, 2019 @ 6:33pm
Not sure if the crisis difficulty settings are applying correctly
I selected 2x crisis strength at new game creation, and I think your mod overwrites that? So when the contingency fired, it spawned 1x strength fleets. I took out a 28k roaming fleet just fine, then the next strength roaming fleet attacked with 135k strength.

It looks like the crisis modifiers only applied a few months after the hubs started showing up? And the game is displaying inconsistent strength numbers like in this screenshot : https://i.imgur.com/eypjWU0.jpg

I reloaded and noticed that the crisis bonuses from your mod also applied instantly if i went to the mod menu -> crisis section of your mod. If I didnt do that, it only applied a few months after the hubs started showing up.

Not sure how the crisis bonuses are determined by default either. I was playing on commodore and 135k strength roaming fleets are kind of over kill.

Do the crisis settings in your mod overwrite those from the crisis manager mod by the way? They do not appear to have any effect.
< >
Showing 1-11 of 11 comments
Gratak  [developer] 10 Jun, 2019 @ 9:46am 
Hi. The crisis strength is determined by the event dialog that should pop-up when you start the game with my mod (or when you load a game after you activated the mod and wait for one day).

You might be right about the difficulty modifiers not being applied instantly. Will have a look at that. Your workaround of opening my mod menu will indeed of always work with such problems.
Gratak  [developer] 11 Jun, 2019 @ 12:26pm 
Fixed crisis spawning without bonuses: They will now get them one day after spawn (earlier didn't work, sorry) instead of at the end of the year/the next time you close my menu event.
InvIzIble 9 Jan, 2021 @ 12:10pm 
For me crisis for some reason now startes at 50-60year after game started, no matter where i set it at pre-started game settings. Seems like mod overwrites both crisis strength and date. I didnt find any options to set crisis date after game started, so it triggers as early ass possible
Gratak  [developer] 10 Jan, 2021 @ 2:28am 
That can't happen because of my mod. Spawn is purely event based and I do not touch any vanilla event
bert1984 16 Jan, 2021 @ 12:32pm 
I might be doing something wrong here.....
But i installed your mod midgame but somehow the gray tempest seems weaker then without your mod.

Without the mod their fleetstrengtjh was roughly 45-48k, with your mod even after i gave them 6000% buffs there fleetstrength doesn't get above 32-35k

Before i changed any settings with your mod i loaded a save where the l-cluster was still closed so every fleet should have been newly spawned.
bert1984 16 Jan, 2021 @ 1:01pm 
Or are the strength values of the fleets they start with decided at the start of the game and is your modifier only applied to the fleets they spawn later?
Gratak  [developer] 16 Jan, 2021 @ 2:29pm 
Have you given them time to regenerate? When the modifiers are applied, this does not but their hps, shields and armor to the new value. Newly spawned fleets start with full strength, but existing ones don't. And armor probably can't regenerate. Afaik, there is nothing I can do to fix this.
Is this mod compatable with Zenith of the fallen empire's veteran difficulty sub-mod that already makes mid and endgame crisises go on crack
Gratak  [developer] 22 Aug, 2021 @ 5:03am 
Originally posted by CobraSgh:
Is this mod compatable with Zenith of the fallen empire's veteran difficulty sub-mod that already makes mid and endgame crisises go on crack
Yes. It adds modifiers that are meant to be in addition to the vanilla difficulty ones. If you use my mod, their modifiers will be in addition to my modifiers instead.
TheWitness_0 9 Oct, 2021 @ 7:18pm 
How do I know if the mod is working?
Title. It looks like there should be some values in some of the boxes, but for me they're still blank. Like if I were to change the yearly scaling difficulty, all it'd show is "Current Value: " no matter what I click. A way to fix this would also be great.
Gratak  [developer] 2 Nov, 2021 @ 5:25am 
Sorry. Missed this. Sounds like the mod wasn't correctly updated. One previous version had this bug with the latest version of Stellaris. Hope it is fixed for you by now
< >
Showing 1-11 of 11 comments
Per page: 1530 50