Stellaris

Stellaris

[3.7] The Great Famine Modjam 2022
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Update: Apr 10, 2023 @ 6:12am

Made sure mod works in 3.7.*

Lowered difficulty of the crisis:
- Less research required for players to find the enemy
- less ships in the enemy fleet
- Situation log chain starts sooner
- Slightly less trade value is removed

Update: Jan 20, 2023 @ 10:30am

Fixed issue with modifiers not being removed when the event was spawned in via commands

Update: Jan 16, 2023 @ 10:58am

16th jan hotfix

Allows event spawning via command < event Famine.9 > (this should work, but if it doesn't let me know)
Slightly nerfed modifiers
Increased time for ai to end the crisis themselves for higher player interaction
Updated thumbnail

Update: Jan 10, 2023 @ 2:00am

Final update made before Modjam begins

Changed special project balancing, making it take longer for ai, and less time for the player so they actually get to interact with the crisis
made the crisis fleet even stronger
updated modifiers so they hurt more

Update: Jan 10, 2023 @ 1:58am

Update: Jan 9, 2023 @ 10:50am

Update: Jan 9, 2023 @ 9:39am

Update: Jan 8, 2023 @ 11:40am

Update: Jan 6, 2023 @ 2:37pm

Update: Jan 5, 2023 @ 2:24pm

Changed ship strength to 69k. Partly for the memes, and partly to make it not die immediately to any AI empire with a strong tech and military might.
Made the planet modifiers stronger so one cannot simply coast along barely making ends meet

Fixed final event window on enemy death not popping up for everyone
Maybe fixed special projects not aborting once the enemy is defeated