Stellaris

Stellaris

Aggressive Crisis Engine
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Update: Feb 21, 2021 @ 5:37pm

- Tweaked a fix to a bug where crisis vs crisis ground battles get stuck, now Swarm will also colonise (infestation) if no pops are present after invasion of Contingency-purged world.
- Included Crisis Manager menu options for Aberrant and Vehement spawns. Configuration works, events spawning those crises are not here yet.

Update: Feb 20, 2021 @ 7:52pm

- Implemented Crisis Army Strength Modifier (Multiplier).
Crisis army power now scales with Crisis Strength setting as chosen on game start. Alternatively, switch scaling off or set it to a custom one (range from 1.25x to x25). (See pictures[imgur.com])

This feature is ENABLED ON DEFAULT. I consider it a natural fix, as vanilla scales only crisis fleets and not the armies which makes no sense.

You can adjust the settings on the fly from the menu by executing the following console command (or use one of supported menu mods):
event acemod_menu.1

Option is visible in both main menu and Crisis Manager menu. This is due to Crisis Manger being effectively a second, integrated mod.

Army scaling is available for custom crises too, naturally. Refer to AI framework documentation (modders)

Update: Feb 16, 2021 @ 5:29pm

- New Crisis Manager option: Skip Prethoryn arrival wait of 600 months MTTH. Enabled on default and active in ongoing saves.Prethotyn will now arrive within few years, but usually almost instantly (it depends on number of normal empires still standing, the more the sooner. Vanilla mechanics are preserved).
Use event acemod_menu.1 console command or one of supported mod menu mods to adjust.

Update: Feb 13, 2021 @ 6:36am

- Custom modded crises will now respond to territorial incursions as they should.

Update: Feb 12, 2021 @ 7:43pm

- Ground battles between Swarm and Contingency forces on crisis-occupied planets will now properly end. To unstuck battles in current saves use "effect conquer" or "effect destroy_colony = yes" console command.
- Adjusted fleet movement logic in preparation for Katzenartig Empire support (and possibly Great Khan) - from Gigastructural Engineering & More.

Update: Feb 7, 2021 @ 9:41am

- Debug tools cleaned up, minor fixes, additional spawn time markers.

Update: Feb 5, 2021 @ 7:41am

- Fixed crisis spawner.

Update: Feb 3, 2021 @ 2:09pm

- Fixed menu mods support, additional fleet unstuck check.

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Aggressive Crisis Engine has been updated with a new, responsive AI module

Watch trailer in full quality on YouTube

- Responsive AI will react to enemy activities much better. This signifficantly increases difficulty and can be switched off.
- Crisis Manager[cdn.discordapp.com] with debug tools, overwrites free and highly compatible.
- New ACE crisis AI framework commands (see AI fremework documentation) - for modders who wish to use ACE AI with their own crises.

ACE (ACEMOD) is available on:
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2268189539
Paradox Mods: https://mods.paradoxplaza.com/mods/14953/Any
GitHub: https://github.com/Fiiral/Improved-Crisis

Worth watching: Stellaris: Vanilla A.I vs Aggressive Crisis Engine[MOD] Endgame Crisis Comparison Time-lapse (2.8.1)

Update: Feb 2, 2021 @ 4:54pm

- AI improvements, update to commit 446b3f3d1f90d2bd3207934b28284aa888f8b4ad[github.com].

Update: Jan 23, 2021 @ 1:12am

- Minor typo fix.