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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
Thank you already.
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)
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
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)
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.
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
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)
They want to reinforcence their dominance if they see their dominance being challenged on the horizon.
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.
I'll fix that with the 3.0 update.
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.
When I do so, I will try to make better use of scripted triggers to make the conditional less eyewatering to read.
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
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.
@danielthelaw I did alter the AE choosing conditions but I don't remember what I did with the fleet power check. I can look.
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?
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)
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?
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.
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.
- 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)
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.
*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.
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 :(
I just started a new game. The Fallen Empire near me is Xenophobic and Awakened already. The date is 2230.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHhhhh.