Stellaris

Stellaris

Fallen Empire Awakening Tweaks
75 Comments
TechSY730  [author] Sep 25, 2022 @ 8:08am 
@Alpha007

Probably not a short time.

Since there have been a lot of Fallen Empire changes in Vanilla since I last tested this (circa 3.0) that I would need to merge in.

Speaking of which, I should probably add a disclaimer that this will likely break things in 3.1 and up
Kashy Sep 18, 2022 @ 1:38am 
This mod is just awesome, will you upgrade in a short time?
Thank you already.
TechSY730  [author] Feb 17, 2022 @ 5:45am 
Yeah, the awakening values probably need tweaking as of 3.1 and up.
And I am aware of cases where the power comparison check can overflow and mess up relative power computation (like the FEs thinking they are much weaker then human empires while they are still stupidly strong).

Not really sure how I can fix either of those in the current engine (and also, this mod is way behind on updates)
Bald Jan 23, 2022 @ 5:40am 
Hello I am experiencing complications with this mod.
It is happening that the fallen empires rise very soon, even if there is no one who can threaten them (in the last game they rose after 26 years of play, imagine the entire galaxy united in a federation with their corvettes xDDD)
And I also have the option that they do not check the relative power activated (in case the values are misconfigured and corrupt and it still happens) yesterday in a multi they rose in the year 85 and the most powerful player has 200,000 fleet when they have 1 million
17blue17 Oct 2, 2021 @ 2:30pm 
Please update. The recent patches changed some scopes etc like every_playable_country instead of every_country and they changed a few other items. I tried to update a copy for myself but something is not working. So I would appreciate if you would do an update. Thanks.
Ragnarok Aug 14, 2021 @ 5:58am 
I've only had serious trouble with it when a War in Heaven kicked off and I wasn''t properly prepared. Usually you can crush the FE directly as it goes after all the weaker powers surrounding it (the player is likely to be the only one with assets comparable to theirs), but with a WiH it becomes absurdly overwhelming as both of them gang up on you.
TechSY730  [author] Aug 12, 2021 @ 6:20am 
Oh, LUL. Um, not really sure what to do about that then. Sounds like a pretty fundamental engine issue.

I can add an option to just disable early awakening entirely, only the rest of the mod applies.

(I wonder when Paradox will realize that you can just make your integer type a larger sized datatype, even if you are doing fixed point arithmetic with it)
Ragnarok Aug 11, 2021 @ 4:51pm 
No, you misunderstand.

Due to how powerful attack moons are, their fleet power rolls over at around ~650k due to Stellaris's integer limit, becoming a value of 1. This causes them to be counted as having lower comparative fleet power than they actually do, which in turn makes it so their reinforcements are typically very overwhelming rather than equalizing the playing field.
TechSY730  [author] Aug 11, 2021 @ 6:48am 
I thought I had gigstructural was on the auto detect list to only use comparitive fleetpower checks. I'll have to check that.

Unless Gigstructural makes the FEs have a gigantic power boost post awakening that doesn't show up at all pre-awakening, in which case the current logic can't account for these types of mods
Ragnarok Aug 10, 2021 @ 1:16pm 
Works fine in 3.0. Only issue is that with Gigastructural Engineering the strength of, say, an Attack Moon actually rolls over, so the FE awakens early enough that you don't actually have the strength to fight them.
Big Sneezy Aug 9, 2021 @ 8:32pm 
Attempting to merge this with Crisis Manager - End-Game Edition and there are two completely independent awakening rulesets for awaken_guardians_of_the_galaxy. Are you familiar with Crisis Manager? As far as I can see, both sets of rules need to apply independently, but it seems like applying both rulesets concurrently might increase the chance of a guardian being awoken. It's unfortunately difficult to tell exactly what the variables set by each mod actually mean.
Bald May 5, 2021 @ 6:27pm 
Nice idea and mod, still working on it <3
Ragnarok Apr 28, 2021 @ 12:57pm 
Starting a new game (turns out PD's Planetary Habs are incompatible with MEM), will let you know if it causes the one FE to instantly awaken or something
TechSY730  [author] Apr 28, 2021 @ 12:50pm 
3.0 Version is live. Not functionally tested though. I don't have time at the moment to play a game to that point, so for right now I can only test to see if it compiles correctly (aka, loads without a parsing error or missing def errors printed to error.log)
TechSY730  [author] Apr 28, 2021 @ 8:46am 
In 3.0 news.

I think I have integrated all 3.0's changes. Now I am fixing one bug where multiple AEs could try to claim the global event targets (as opposed to the country flags) for themselves. (Multiple AEs could try to set themselves as the "FirstSleeper" event target, etc)
TechSY730  [author] Apr 28, 2021 @ 8:44am 
Well I did set the thresholds lower then "you are a threat to them", instead the threshold is "you will likely be a threat in the near future".
They want to reinforcence their dominance if they see their dominance being challenged on the horizon.
Ragnarok Apr 27, 2021 @ 10:31am 
@Tech
Don't worry, I eventually beat them. It was actually really satisfying to see that happen - it took a lot of work and spawned a very fun story.
TechSY730  [author] Apr 27, 2021 @ 10:00am 
@Ragnarok Oh I feel like a doofus now. When I migrated some repeated checks to scripted_triggers, I forgot to move the variables they needed into scripted_variables. Basically breaking all fleet power checks. Oops.

I'll fix that with the 3.0 update.
NilchEi Apr 16, 2021 @ 12:19pm 
Thanks for this excellent mod! Used it together with StarNet AI and I really appreciate how it makes Fallen Empire legitimate challenge again due to being able to appropriate respond to threats.
Ragnarok Apr 6, 2021 @ 7:27pm 
@TechSY730

No worries. I'm almost certainly gonna have to wait until the end of the month for my mod collection to finish updating at minimum.
TechSY730  [author] Apr 6, 2021 @ 5:59pm 
@Ragnorok With 3.0 coming in just a week or so now, I will probably not spend too much time on this because I am likely going to have to rewrite most or all of it.

When I do so, I will try to make better use of scripted triggers to make the conditional less eyewatering to read.
TechSY730  [author] Mar 3, 2021 @ 3:19am 
@Ragnarok Yeah, turning off raw Fleet Power check is supposed to make it only look for empires that threaten it by comparison only.

This is one of those times where I really wish Paradox would allow us to make unit tests, so I could test all these cases of detection and make sure every path is taken the right way without having to sit through a long game (which is frankly impossible to sit through that many long games on my own).

I'll look over the logic and see if I can spot anything wrong with the "raw checks off" switch and its uses
Ragnarok Feb 27, 2021 @ 11:09am 
Uh, to clarify - raw fleet power checks being disabled means 350k FP will be their threshold for awakening?

Because if so, this mod's auto-detect of Gigastructures and ESC is busted because it left that option off.

If enabling FP checks is what turns on the 350k threshold, then your actual scripting is busted because all the FEs were overwhelming when they started awakening and now my empire has been utterly steamrolled and I'm starting over in the L-Cluster.
Colonizor48 Feb 1, 2021 @ 6:13pm 
Actually i would say reudce 50% to 25%. and decresee fleet power to 150k. They can now also awaken for driven assimilators but using the old values insteald of the new ones.
TechSY730  [author] Feb 1, 2021 @ 5:23pm 
@Colonizor48 Good idea, but I would need to suppress War in Heaven for that wakeup cause and instead delay later for when other FEs wake up. Not terribly out of the question but would require some moving stuff around.

@danielthelaw I did alter the AE choosing conditions but I don't remember what I did with the fleet power check. I can look.
danielthelaw Jan 27, 2021 @ 2:37pm 
So, according to the Stellaris Wiki,
AI empires with less than 20k Fleet Power and no Federation will side with an Awakened Empire based on their ethics
AI empires with more than 20k Fleet Power or that are part of a Federation with a human player will stay neutral
AI empires with less than 20k Fleet Power that are part of an AI Federation will pick at random

Now, question - perhaps those 20k should be changed to a higher threshold like 100k? Or a dynamic configurable via your edict? So AI will be more willing to join FE?
Colonizor48 Aug 9, 2020 @ 7:21pm 
Idea. Xenophile/materialist FEs can awaken as gaurdians of the galaxy if a genocidal empire controls more then 50% of the galaxy and/or they have more then 200k fleet power.
TechSY730  [author] Jul 24, 2020 @ 4:30pm 
@singleton30 Yes. At game seed, FE colonized worlds get a special flag set on them, and that flag remains even if the original owner falls. So the other FE's should still react to a defeated FE's planets being colonized by normal players.
Ragnarok Jul 24, 2020 @ 7:51am 
So FE's, between this and Gigastructural Engineering, really feel like a threat. Mostly because of the phenomenon know as 'Attack Moon Swarm', which is frankly terrifying.
singleton30 Jul 24, 2020 @ 7:36am 
Will the mod work if an FE woke up but got erased? As in an already existing Awakened Empire got all of its systems conquered but there's still one FE that hasn't woken up yet
TechSY730  [author] Jun 2, 2020 @ 1:24pm 
You could certainly script actions to crisis ships, but you wouldn't have access to the internal plans of the AI (you wouldn't know what the AI is currently trying to take, what it is currently trying to defend, etc). So in many cases, you would be working against the AI. You would give it an order by event, and then once it finishes that order (or even before then often times) it would go right back to whatever it was trying to do before.
As of 2.6, the AI has gotten even more aggressive about overwriting orders with it's current plan (which is annoying because sometimes its "current plan" gets stuck in a loop, and now you can't break them out of it. If you try, they will just overwrite the order back to whatever they were getting stuck at)
Rosth Jun 2, 2020 @ 1:09pm 
@TechSY730 Changing fleet power values helped, thanks.
Another question I had is, I've seen a lot of people say that fleet behaviour is hardcoded and thus you can't fix things like crisis not doing anything, but I was looking through all the info from the wiki, and saw a bunch of effects that sound like they could be used to force something like that to happen. Things like queue_actions, auto_move_to_planet, auto_follow_fleet, that sort of thing. Is there really no way to jury-rig some event to artificially make crisis agressive? Something along the lines of creating a custom empire that is not hostile to crisis, spawning a ship of that empire in a random system that borders the crisis and forcing the closest crisis fleet to follow it and then deleting that ship once it has done so?
TechSY730  [author] May 31, 2020 @ 8:06am 
@Rosth I am open to suggestions for better balancing; I don't want to unleash AE's on galaxy's not truly prepared not to fold over and die from them. ;)

If you want to play with it yourself, you can open up my mod (should be <wherever your Steam install is>\steamapps\workshop\content\281990\1428924906) and edit "fallen_empire_awakening_events.txt" and the event in question is "fallen_empires_awakening.1".
The logic is pretty gnarly (thought I did try to put good comments), but you can either adjust the fleet power thresholds or the time windows (with "mid_game_years_passed" and "end_game_years_passed" lines). The order is generally later game conditions first, earlier game conditions later.

You may want to copy this file into a new place or new mod that overwrites mine so your changes don't get lost next time an update is pushed.
Rosth May 30, 2020 @ 6:08pm 
Playing with Starnet on GA results in FEs consistently awakening 100-120 years into the game because everyone ends up being so strong. In most of my test games this resulted in one power emerging victorious by 2400 because AIs had at least 80 years to fight between themselves. While I like this in principle, I'd prefer to delay their awakeing by additional 20-30 years. Is there a way to increase the "are you strong enough" threshold?
TechSY730  [author] May 24, 2020 @ 2:49pm 
Sure, as long as no FE's have awakened yet.
Spaceception May 24, 2020 @ 1:34pm 
This looks great, I was actually thinking how nice it'd be to have FE's awaken earlier if Empires or Federations got too strong too early. And here it is! But is this savegame compatible?
Ragnarok May 14, 2020 @ 11:45am 
Oops, missed that - currently can't get WiFi on my laptop and missed this in the game of 'unsub and resub to get Paradox's launcher to recognize the new version'.
TechSY730  [author] May 14, 2020 @ 8:01am 
@Ragnarok I have already updated this to 2.7
Ragnarok May 12, 2020 @ 6:42pm 
May want to check this given the 2.7 update.
TechSY730  [author] May 8, 2020 @ 9:06am 
Important announcement, I have discovered this mod is NOT currently compatible with Zenith of the Fallen Empires, and will interact weirdly with any mods that add new country_types that are playable.

I do plan on adding logic to handle the latter, and making a compatibility patch for the former, but those are still in development, and aren't ready yet.
Ragnarok May 4, 2020 @ 7:19am 
My thanks! I haven't gotten to the endgame yet (trying out a bunch of different runs recently, finally found one I like) but this will be helpful.
TechSY730  [author] May 4, 2020 @ 7:18am 
@Ragnarok Ok, I made that change. If any of
- Ancient Caches of Technology
- Gigastructural Engineering
- Zenith of Fallen Empires
are enabled, then the mod will not use raw fleet strength comparisons and only use relative fleet strength comparisons (until late game, vanilla waking conditions)
TechSY730  [author] Apr 28, 2020 @ 8:21am 
I'm not sure how much I can change fleet power thresholds based on the presence of other mods; the logic is convoluted enough as is, and Paradox's language doesn't let me perform conditional math on the fleet power thresholds, or at least not without duplicating a whole block.

However, something I could investigate is checking for the presence of certain mods and if they are enabled, fallback to only using a relative power check pre-lategame.
Ragnarok Apr 28, 2020 @ 7:59am 
It's fixed and the FE hasn't woken up yet.
*checks notes*
Um, you may want to mess around a bit with the Fleet Power thing, or come up with a patch. Why? Because Gigastructural Engineering just updated, and now the Fallen Empires have attack moons.
TechSY730  [author] Apr 28, 2020 @ 7:07am 
Ugh, I got bit by the engine bug where parameterized scripted triggers are inverted.
Basically, you make a condition saying one thing, and the game itself is testing the opposite of what you wrote.
See https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-scripted-triggers-with-parameters-are-inverted-2-3-6-ae56.1382165/

This was making it that my condition whether you are in a defensive pact that is getting too strong was instead testing whether it was too weak (or non-existant)

I thought I had that mitigated but I missed something. Updated and fixed. Hopefully you can find an auto-save from before the FE awakening to save you game. Sorry about that :(
TechSY730  [author] Apr 28, 2020 @ 6:44am 
...not again. Taking a look
Ragnarok Apr 28, 2020 @ 5:51am 
*blinks*
I just started a new game. The Fallen Empire near me is Xenophobic and Awakened already. The date is 2230.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHhhhh.
Ragnarok Apr 10, 2020 @ 7:02am 
The changes are mostly 'here, the FEs now have megastructures (or gigastructures even) just like normal empires', and the awakening bits are largely repairing those defunct structures, so compatibility might be possible?
TechSY730  [author] Apr 10, 2020 @ 6:40am 
@JenkoRun Should be. That mod doesn't touch Fallen Empire awakening
TechSY730  [author] Apr 10, 2020 @ 6:39am 
I also tested my giant trigger for awakening after cheating myself a huge fleet, and it did return true, so that much at least works (though I found some inconsistencies I will be pushing a fix for)