Stellaris

Stellaris

Crisis Manager - Sleeper Edition [Abandoned]
35 Comments
FirePrince Aug 17, 2021 @ 12:55pm 
Adopted and released Crisis Manager - Sleeper Edition 3.0 .
Realhollow Mar 26, 2020 @ 4:59pm 
READ PLEASE OA has moved on this will never be updated and does not work with anything past 2.3.
TehFishey Mar 26, 2020 @ 2:46pm 
I've released an update for this mod for version 2.6 here . It's still in beta, but it adds and updates a lot of the functionality that's been changed by Paradox since 2.3.3.
Siatru Jun 12, 2019 @ 9:10am 
I think something in the latest update broke my game. It keeps crashing on launch. Not sure which one of the crisis manager mods broke it.
烽燧煜明 Jun 8, 2019 @ 5:46am 
still waiting……for 2.3.*
im not capping Mar 29, 2019 @ 12:53am 
Am I the only one where clicking on any of the configuration buttons on the menu for Fallen Empires just triggers the configuration menu?
Wüstenfuchs Jan 7, 2019 @ 1:39am 
すばらしいです!
fdymod Dec 18, 2018 @ 7:35pm 
Oh no......
Daeft Dec 10, 2018 @ 10:55am 
Thank you for the hard work NaK1119 :steamhappy:
NaK1119  [author] Dec 7, 2018 @ 12:43am 
@Grate No. Please wait for update of this mod. It probably takes several months.
Great Dec 6, 2018 @ 3:26pm 
Does it work with 2.2 ?
NaK1119  [author] Oct 10, 2018 @ 2:32am 
@Malrama
If you do not change any configurations in this mod, this mod will not change/modify actual events or other actual effects from vanilla.
In other word, this mod works significantly only if you change any configurations of this mod.

However, this mod changes/modifies internal processing even if you do not change any configurations in this mod. So, it does not solve a compatibility issue between this mod and another mod to unchange configurations of this mod.
Wubbbi Oct 8, 2018 @ 5:37pm 
Hello :)

Do any of your crisis manager actually change something or are they just manager for changes? I mean, do they come with changes by default or will they only change things once I configured them. If that makes sense.
Galen Wrathweld Oct 2, 2018 @ 7:09pm 
What exactly would happen if you ran this with Zenith of a fallen empire mods? Would it cease function or effect? Thank you.
Axneth Ironswift Sep 12, 2018 @ 10:02am 
ah found it! Much obliged for the response.
NaK1119  [author] Sep 12, 2018 @ 2:28am 
@Axneth Ironswift
The menu of this mod can be accessed anytime in the game.
This can be done from !Mod Menu , but not from edicts.
Axneth Ironswift Sep 11, 2018 @ 10:19am 
Hello! I had a small question, are you able to access the crisis menu after the game has started? Was looking about my edicts but did not see them.
mscomies Sep 6, 2018 @ 1:43pm 
Never mind. I'm assuming it'll be updated mid-Sep along with the endgame crisis manager
mscomies Sep 6, 2018 @ 1:41pm 
Any issues with this mod and the new 2.1.3 patch?
137438 Aug 3, 2018 @ 11:09pm 
@NaK1119
The origin crisis manager seems work well with ISBS
NaK1119  [author] Aug 3, 2018 @ 5:23am 
@137438
Although I've NOT done test play, it seems to be compatible as far as I read source code.
137438 Aug 2, 2018 @ 8:22pm 
Compatibility ISBS Doom?
Sentry Ward Jul 22, 2018 @ 7:31am 
JFYI: seems like compability issue with had's Human Fallen empire
NaK1119  [author] Jul 19, 2018 @ 1:32am 
@Sherwood374
" Temp. Edition for Khan " has been released for Horde crisis, though it is provisional mod.
CoffeeMakesMe Jul 16, 2018 @ 9:36pm 
I'm here because I've gotten the contingency three times in a row. Only once as an AI; its the only endgame I've seen so far haha
Lord Malkus Jul 16, 2018 @ 1:22pm 
You are a saint. First the standard Crisis Edition and now a FE/AE Edition, this could make galactic events far more chaotic and full of excitment.
Birddog103 Jul 15, 2018 @ 5:58pm 
thanks for the reply! normally dont get one when i have issues. great mod btw
NaK1119  [author] Jul 15, 2018 @ 4:43pm 
@y4wgmoth
Yes, you can do it from "Manual Operations".
But, only 4 fallen empires can be manually awakened, but fallen machine empire can't.Fallen machine empire can be awakened as Guardians of the Galaxy.

@Birddog103
I forgot to add " !Mod Menu " to "required items".
Please subscribe and enable it, and the menu can be opened.
Birddog103 Jul 15, 2018 @ 3:31pm 
how do i access the menu further into the game? i cant find where to open it
y4wgmoth Jul 15, 2018 @ 2:55pm 
Oh wait I see in the desciption, so I can forcibly awaken any FE whenever I want?
y4wgmoth Jul 15, 2018 @ 2:54pm 
So if I have 5 Fallen Empires in my galaxy can this mod allow them to all awaken?
Zag14 Jul 15, 2018 @ 1:23pm 
Thanks for reply! Really love your mods
NaK1119  [author] Jul 14, 2018 @ 8:18pm 
@Cpt.Kirk
(1)Bigger Fleet of FE/AE
I wish I could, but it's too difficult.
Since although fleets of FE are created on game start, the settings of this mod are applied after game start.
How about using Dynamic Difficulty mod?

(2)Titans
Good idea. I'll make "Manual Operation" to be able to simply add Titans (and/or Colossus) to the Navy of FE.


Battlespark Jul 14, 2018 @ 6:58pm 
Liked, and rated. Well done!
Zag14 Jul 14, 2018 @ 2:10pm 
Can you add option to make event fleets bigger and spawn with titans? Also check this mod https://steamcommunity.com/sharedfiles/filedetails/?id=1361677196