Stellaris

Stellaris

Aggressive Crisis Engine
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Update: Aug 13, 2021 @ 11:06am

- Minor compatibility hotfix with Aesthetic Cinematic Gameplay (number of ships in Extradimensional fleets[github.com]).

Update: Aug 13, 2021 @ 9:33am

- Implemented compatibility with Wild Space 3. ACE constructors now ignore sc_dn star class systems as they should.
- Implemented menu option to configure access to ACE menu via Dynamic Mod Menu. This is particularly useful in multiplayer if you want someone other than game host to change ACE settings. Option will display all countries in singleplayer and only human players in multiplayer.
- Minor fixes to flag names in the code.
- ACE now stores data exclusively in global_event_country, making searching through savegame a lot easier.
- Streamlined localisations, now they point directly to global_event_country instead of country which changes menu options. This means what is visible in the menu is what ACE values really are. Fixes issue with two or more players (countries) changing ACE settings and not showing real values.

Special thanks to corsairmarks, Not_AI, FirePrince, PrettyAverage and mscottmoore for helping out with with this update!

Update: Aug 2, 2021 @ 3:23pm

- Extradimensionals (Unbidden, Aberrant, Vehement) will now usually prioritise systems of galactic empires if there are any nearby, instead of other Extradimensionals. This will not stop them from responding to territorial incursions or trying to catch nearby fleets. Galactic prey is a bigger threat than other Extradimensionals in a live scenario.

Update: Jul 31, 2021 @ 4:03pm

- Fixed vanilla bug: Extradimensional factions spawning reinforcements on RANDOM Dimensional Portals[forum.paradoxplaza.com]. This requires overwriting crisis.1265, crisis.1266 and crisis.1267 but I made sure overwrites are as much compatible with other mods as possible. This includes Ariphaos Unofficial Patch, ESC Overwrites, ACOT Override and Crisis Manager End Game Edition.

Update: Jul 25, 2021 @ 6:34am

- Added option to manually spawn crises via Crisis Manager (select Start Galactic Crisis[cdn.discordapp.com] in main Crisis Manager menu). You can force trigger more than one crisis type but each one only once. Dynamic Mod Menu 3 is highly recommended. Alternatively, use command event acemod_menu.1 to access ACE menu.
- Fixed crisis colossus being listed in ship type limits in empire Naval Capacity tooltip.

Update: Jul 16, 2021 @ 7:54pm

- Added Colossus for Contingency.
Requires game host to have Apocalypse DLC.
Enabled on default on new games. Menu option to change spawn limit will be added soon™ and is 4 on default.
Flavour text events will be added soon™.

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You can change spawn limits with following console commands:

Before Contingency spawns:
effect event_target:global_event_country = { set_variable = { which = acemod_var_country_colossus_spawn_limit value = 4 } }

After Contingency spawned (while switched play to Contingency):
effect set_variable = { which = acemod_var_country_colossus_spawn_limit value = 4 }

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If you want to enable colossi for ongoing save from before today's mod update where Contingency has already spawned execute console commands:

event acemod_menu.1
Activate Colossus option.

effect every_country = { limit = { is_country_type = ai_empire } set_country_flag = acemod_country_flag_can_spawn_crisis_colossus }

Update: Jun 27, 2021 @ 6:08am

- Fleet unstuck improvements.

Update: Jun 26, 2021 @ 6:33pm

- Tweaks and fixes for fleets leaving L-Cluster and custom clusters.
- Response fleet lookup distance tweaks.

Update: Jun 24, 2021 @ 6:39pm

- Fleets may relieve besieged planets (ie. Swarm worlds and Contingency occupied planets).
- Reduced number of unnecessary fleet mergers.
- Lowered chances of defensive fleets engaging superior forces.

Update: Jun 22, 2021 @ 6:14pm

Update:
- Fleets will immediately recalculate their orders if target system has been taken.
- Final Contingency world will now spawn Wormhole Station for defensive fleet recalls just like other Contingency Hubs would.
- It will now take faster for fleets to unstuck if that happens.
- Removed harmless scope switch errors from error.log.