Stellaris

Stellaris

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More Crisis Ships
   
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Apr 19, 2019 @ 6:02am
Oct 11, 2019 @ 10:21am
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More Crisis Ships

Description
THE SUCCESSOR MOD TO Aesthetic Cinematic Graphics has been RELEASED LINK: AESTHETIC CINEMATIC GAMEPLAY
More Crisis Ships is included in ACG

THIS MOD IS OFFICIALLY ABANDONED (check out my new mod => link above)

Compatible with 2.4.*
Partly save game compatible (see below)
NOT Achievement compatible


About this mod

I didn't like how many ships crisis fleets have. It's not about the STRENGTH of ships. You can adjust the crisis strength easily by increasing it before you start a game. But i am speaking about the actual AMOUNT of ships.

It just didn't feel like a real crisis if crisis fleets consisted of just a few ships.

Back when stellaris came out i saw huuuge battles with over one hundred enemy ships. Nowadays crisis fleets are actually very small and if you adjust the "crisis strength" in pre-game settings you basically only adjust the ship stats.

So crisis ships hit harder with higher crisis strength adjustments in game settings. But that wasn't satisfying.. i actually wanted to experience a real crisis.. i wanted huuuuuge fleets attacking the galaxy again and not only a few very strong ships. So i made some changes. (see comparision images above of a fallen empire fleet and a khan crisis fleet)



I hugely increased the following crisis fleet sizes by adding a lot more ships to their fleets:

+++ marauder empire khan spawning fleets
+++ marauder empire fleet after khan is dead
+++ fallen empire starting/defending fleets
+++ fallen empire spawning fleets
+++ ai crisis fleets
+++ gray-goo fleets
+++ scourge fleets
+++ unbidden fleets


i moderately increased:

+ some invading army fleets

i did NOT increase:

~ marauder auxiliary fleets (so you can't abuse them to smash your enemies with overpowered auxiliary fleets)
~ pirate fleets
~ each ship's individual stats (so each crisis ship is as strong as without this mod)


Note

I tried to make the crisis fleets bigger without making them overpowered. So i mainly focused on increasing lower tier ships and only increased higher tier ship counts a bit or even not at all. So you will notice huuuge fleets and much bigger crisis battles now, but you actually won't see like two marauder khan ships (which wouldn't make much sense in my opinion).

! ATTENTION !

I recommend playing with LOW crisis strength (1-3) because my additions of ships to the crisis fleets are increasing the crisis strength. Hence you won't need to increase the strength of each individual crisis ship anymore by going for a high crisis strength via settings pre start of a new game. Instead you will be able to fight bigger enemy fleets by fighting more enemy ships.



This mod is a very light weight mod since it only touches the following vanilla files:

common/scripted_effects/00_scripted_effects
common/scripted_effects/gray_goo_effects
common/scripted_effects/prethoryn_fleet_effects
events/crisis_events_2


Hence this mod should be compatible with almost every other mod unless the mod author edited one of those files.

This mod should also be fine with future Updates and Patches from the Paradox Dev Team, since they rarely touch those files. So you will be able to ignore any warning signs in case i don't upgrade the same day as new patches arrive.

Note for ACOT & ZOFE users: this mod is not compatible with ACOT/ZOFE because ACOT/ZOFE mod authors adjusted those or some of those files and also did other changes to crisis events, that would make crisis events too overpowered if used together with this mod or would probably cause other inconsistencies if used together.

What happens if you use this mod in a game that you already started?

You can use it BUT there will be one restriction: every crisis fleet that already spawned until you activated this mod won't be affected by the changes of this mod.

Therefore the fallen empire and marauder fleets that spawned from the start of the game, won't be increased because they are already in game. All future spawning fleets will be affected by this mod though. So if you did not trigger the Khan event yet or an awakened fallen Empire, you will still see huge fleets spawning once those events are triggered.


Final Note

I started modding stellaris a very long time ago, but only for personal use. Now i thought it's time to give back to the community by releasing some mods i like to play with. I will never ask for any donation for myself, but if you want to support the modding community i ask you to support other stellaris modders who you really like.

Ajey's mods

Aesthetic Cinematic Graphics (ACG) Huge Cinematic Battle & Gameplay overhaul
ACG Artificial Intelligence primarily for ACG users but may also be used without ACG
ACG Expansion adds more weapons and ship components - only for ACG users

Aesthetic Borders Border Graphic's Overhaul

Better Occupation Visibility Enhances the occupation icon


________________________________________________________________________________

Ajey's mods



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Ajey's mods at Paradox Forum [forum.paradoxplaza.com]

[discordapp.com]

If you like this mod:
40 Comments
Ajey  [author] May 15, 2020 @ 6:59am 
@breloom1994

this mod was officially abandoned after 2.4.
an updated version of this mod is included in Aesthetic Cinematic Gameplay
or if you want to play without ACG and only this mod then you might want to use another mod like the one mentioned by Red-Eyed_Fairace
breloom1994 May 15, 2020 @ 5:59am 
Hi, just a kind remind that I have found this mod is causing the popping-up empty windows after Ver 2.7. The problem is due to the core code changes in the main game. The codes: "count_owned_ships""count_fleet_ships""every_pop" are not working anymore. Consider to use "count_owned_ship" "count_fleet_ship" and "every_galaxy_pop" instead.
Red-Eyed_Gelynome Mar 21, 2020 @ 7:16pm 
This mod has been continued. Link below: :)))

https://steamcommunity.com/sharedfiles/filedetails/?id=2030452453
Ajey  [author] Mar 20, 2020 @ 2:58am 
@Inimicus
Chickenhunt and Chondrite are content contributors - meaning that i was allowed to use and rework their mods to merge them into my overhaul project. having said that i also like a very balanced vanilla+ experience regarding additional content - that's why i created this mod. Imo other mods are not balanced.

Apart from that i like a reworked graphical experience and also a better challenge regarding crisis. therefore i would just recommend to read the mod's description of Aesthetic Cinematic Gameplay and maybe also watch one of the videos in the mod's description to get a feeling how a battle looks like with this mod enabled. i will post a patch for ACG and stellaris 2.6.1 today :)
Inimicus Mar 20, 2020 @ 2:24am 
Ah awesome, I'll take a look into it. I'm more of a Vanilla+ Player. But considering Yourself, Chickenhunt and Chondrite are involved I have a lot of faith it'll be quality stuff.
Ajey  [author] Mar 14, 2020 @ 2:20am 
@Inimicus
thank you :)
if you use my new mod then this mod is going to be implemented :)
Inimicus Mar 14, 2020 @ 2:12am 
Aw, sad to hear, this mod really helped give the crisis more of a punch, and their fleets didn't look so pathetically small in comparison to your own. Hopefully future updates don't break this mod, cause for me it's a must have. Good luck in your future modding endeavours, Ajey! :)
Ajey  [author] Mar 3, 2020 @ 2:09am 
**************************************************************************************************************
*** THIS MOD IS OFFICIALLY ABANDONED

NEW MOD: AESTHETIC CINEMATIC GAMEPLAY RELEASED ***
**************************************************************************************************************
JoniMega Dec 3, 2019 @ 2:23pm 
I had a great game with this mod. I put x5 crisis strengh and I managed to survive xD
Thanks for this great mod.
Ajey  [author] Nov 12, 2019 @ 6:17am 
@JoniMega
yes this should still work