Stellaris

Stellaris

Aggressive Crisis Engine
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Update: Jun 20, 2021 @ 3:46pm

- Crisis fleets now merge if certain conditions are met. This probably makes crisis harder and can be turned off in ACE menu -> Advanced Options - > Merge Crisis Fleets.
- Clarified Crisis Manager spawning options that more than one crisis type can by spawned using it. (picture)[media.discordapp.net]
- Clarified which menu settings are always active ("Army Strength Modifier" and "Disable Fast Galactic Crisis"). (picture)[media.discordapp.net]
- "Disable Fast Galactic Crisis" setting will now work even with Crisis Manager inactive, just as described. Note that this setting is off on default anyway.
- Added acemod_advanced_ai_disabled and acemod_fleet_mergers_disabled flags to debug window.

Update: May 18, 2021 @ 5:50pm

- Added option to block early crisis spawn which was introduced in vanilla Stellaris 3.0 Nemesis update. If you want block crises from appearing as soon as end game starts activate Crisis Manager and activate "Disable Fast Galactic Crisis" option. This setting cannot be changed after end game start or when a crisis already has happened (for mod compatibility reasons). This resolves "early Unbidden due to researched jumpdrives" dread common in 3.0.
- Fixed technology for +25% damage vs Fallen/Awakened Empires rolling when there is no War in Heaven. Now it is a potential roll only when War in Heaven has started.

Update: Apr 23, 2021 @ 7:24pm

Pathinding hotfix for vanilla bypass bug affecting closest_system effect: https://forum.paradoxplaza.com/forum/threads/stellaris-crisis-do-nothing-they-just-sit-afk-in-their-systems.1469286/#post-27463398

Update: Apr 21, 2021 @ 5:29pm

Update:
- Dynamic Mod Menu (3.0.*) button for Aggressive Crisis Engine is now hidden for everyone except game host in a multiplayer game. Simply press ESC while in game and click DMM menu button as a game host.

Requires new game for this feature update to take effect.

Stellaris does not allow modders to determine after game start who is multiplayer game host. In case game host country is destroyed or no longer controlled by a player you can switch to singleplayer and execute the following command while playing your country of choice:

effect dmm_add_button_exception = { DMM_FLAG = acemod_aggressive_crisis_engine_menu_name_flag }

You can also enable button back for all with following:
event acemod_dmm_new.3

Singleplayer is unaffected and event acemod_menu.1 command is always available.

Update: Apr 17, 2021 @ 5:44pm

Update:
- Implemented support for Dynamic Mod Menu (3.0.*) by Erdnuss (SLEX). Simply press ESC while in game and click DMM menu button. All other mod menu mods are still supported.
- Crisis Army Strength Modifier is now disabled when Aesthetic Cinematic Gameplay is present (can be enabled in Crisis Manager > Advanced options > Disable ACG additional support ). This concludes balance compatibility works for ACG.

Update: Apr 17, 2021 @ 5:36am

Full 3.0.1 patch notes:
- Compatible only with 3.0.1 and up. Any save started on 3.0.1 is compatible with ACE updates. See Legacy notes below.
- Updated effects and triggers in line with Nemesis code, backward compatibility impossible, use ACE Legacy version if you want to play on 2.8.1 or prior.
- Removed start_colony workaround fix as the effect which broke in 2.8 was fixed in 3.0 Nemesis. Swarm planet infestation now finishes on schedule.
- Fixed crisis fleets unable to leave L-cluster after Nemesis update. On my test run Unbidden spawned in L-cluster, fun.
- Fixed swarm colonisation ships not entering planet orbit to begin infestation process after Nemesis update.
- Removed ACE Dimensional Anchors overwites for Extradimensionals (Unbidden, Aberrant, Vehement), except for starbase_level_exd. Anchors are now indicated on the galactic map by crisis flag, but custom ACE design including FTL inhibitor and better computers is gone. Anchor Design is now governed by vanilla or any mod present changing it (ACOT Override, Extra Ship Components Overwrites, Aesthetic Cinematic Gameplay etc). Inhibitor might be back in some other form.
- Added specific support for Aesthetic Cinematic Gameplay overhaul mod, in line with Ajey's suggestions. ACE technologies and empire damage debuffs vs crisis and fallens are disabled and unpickable when Aesthetic Cinematic Gameplay is present, unless you specifically turn ACG support off in Crisis Manager > Advanced options. Crisis Army strength multiplier will be disabled as well in the next update. All other features work as usual.

Thank you to Jacob from Grand Flotilla Discord server[discord.gg] for providing me with a save to test Nemesis changes. Major patch release is a very busy period for modders and we are often unable to play the game for the few first days, so support from players is always greatly appreciated.

Special thanks to Stellaris Content Designer Caligula for staying with touch with modders and being a bridge between Stellaris modding community and Stellaris development team. Nemesis update introduced over 100 new triggers, over 100 new effects and almost a thousand new modifiers[forum.paradoxplaza.com] modders can use, not mentioning other moddability improvements[forum.paradoxplaza.com].

The fastest way to contact ACE development is to visit Stellaris Modding Den Discord server[discord.gg]. It is a great place to go if you want to speak with developers of your favourite mods or start making mods yourselves.

Update: Apr 15, 2021 @ 8:32pm

Updated to 3.0.1 Nemesis patch.
Known issues: Swarm colonizers won't enter orbit of a planet and infest. Will be fixed tonight with full patch notes.

As a note, Paradox Mods site and Paradox Launcher are both broken when it comes to Paradox Mods uploads, I will check it out as soon as possible and report to the launcher team if needed. Please excuse the wait, if you are not on Steam you can grab current mod copy from GitHub.

Update: Mar 24, 2021 @ 5:40pm

- Implemented Nemesis 3.0 patch compatibility. Hopefully you can continue using this mod with both 2.8 and 3.0 after Nemesis drops, at least until we use Nemesis-specific scripts (legacy ACE version will be uploaded if needed).
- Fixed potential issue when some unspecified mods add a second global_event country, breaking vanilla events and many mods in the process, including ACE Crisis Manager blocking vanilla crisis spawn.
- Added Gigastructures to the crisis managers list in the debug window.
- Hopefully fixed human player counter on game start.
- Original game host country is now marked on game start (for save debug purposes only).

This is probably last update before Nemesis patch, unless something comes up. All ACE releases are always available on GitHub[github.com].

Update: Feb 25, 2021 @ 5:57pm

- Crisis Manager reset all to default option.
- Advanced Options tab in Crisis Manager, currently only for additional ACOT Override support.
- Added Nemesis to the list of DLCs in Galaxy Settings Debug window.

--- Dev diary ---

Support for Khan will look almost the same as for Katzenartig Empire from Gigastructural Engineering, as both crises are very similar on a technical level. I have run some tests and tweaked the engine for non-end crises, and Elowiny was kind enough to specifically adjust the Gigas code to make it easier (see video).

While I will write chunk of the support in this month I am still hoping for Stellaris 2.9 to drop soon. Expected improvements in moddability will be the most welcomed.

On a related note, Contingency Colossus is basically done, courtesy of MrBreino (modelling), Red-Eyed_Fairace (asset review) and Fiiral (loadout) (see video).

Update: Feb 24, 2021 @ 3:18pm

- Added Aberrant and Vehement spawn options to the Crisis Manager. Do note that at this moment Vehement will spawn almost immediately after Aberrant, at least until I code in vanilla friendly delay chain.

- Aberrant and Vehement spawn always in Unbidden space, this is normal vanilla behaviour. If you don't want Unbidden to be devoured right way I'd suggest setting Aberrant spawn *at least* a decade after Extradimensionals spawn year.

- It is highly recommended for Extradimensionals to be the last crisis spawned if you are doing a multiple crises run. There is a vanilla "bug" where crises spawning in a system will erase Dimensional Anchors without adjusting event chain (minor annoyance) and not removing invincibility from Dimensional Portal if Anchor was the last one (quite annoying). I have implemented an overwrite-free workaround for Aberrant and Vehement spawns and am working now on Prethoryn and Contingency spawn tweak.

ACE Crisis Manager does not overwrite any vanilla events, it is therefore compatible with almost anything.