Stellaris

Stellaris

A Deadly Tempest
171 Comments
WhatTheForecast Apr 21, 2024 @ 8:32am 
Looking again in the workshop, I see there is a 3.11 version! Didn't realize at first.
WhatTheForecast Apr 20, 2024 @ 4:42pm 
This mod would be an excellent addition to my modlist. However, after the first day passes, an event screen fires with no text and it only has the option of "OK." I have tried with all my other mods enabled and with this mod being the only one enabled to no avail. Please update!
FirePrince Jul 8, 2020 @ 1:45am 
@Narberal Gamma: Yes, you need an open L-Cluster first. For more see the description here https://steamcommunity.com/sharedfiles/filedetails/?id=2047817384 (you can install it as extension too, should probably work with 2.5)
Narberal Gamma Jul 7, 2020 @ 1:31pm 
how to actually build the L gate? Does this require technology or open an L cluster or something else?
FirePrince Mar 18, 2020 @ 6:02am 
@matthewhilburn1997: No, there should be no conflict with this. Have you any seen (I've not tested it yet)?

@nosiwaste: I'll look for this tomorrow, thanks for feedback (I saw you mentioned the same on the Playable Harvester Nanites & Distant Stars Overhaul, I need indeed more compatibility tests).
Myyddraal Mar 17, 2020 @ 10:57pm 
Has the mod been updated to support the Tech from Ancient Cache of Technologies tech like the reactors?
nosivaste Mar 16, 2020 @ 9:30am 
also, the bombardement stance does not make the explosion effects on the targeted planet
nosivaste Mar 16, 2020 @ 8:18am 
the nanite bombardement stance seems to not be working as it should
FirePrince Mar 15, 2020 @ 7:23am 
@Director Rein: fixed, thanks! As I tried to merge the changes from Ariphaos Unofficial Patch (2.5) and I missed something (by the way I updated most icons too).
DirectorRein Mar 14, 2020 @ 7:58am 
You may need to check your bypass file. Since this mod updated, no empire in my game has been able to use gateways. Says that my own empire, hasnt given me permission to access the gateway, even though the point of origin gateway and destination gateway are both inside my space. Tried every race in my game, same thing. And since comparing your bypass file to the vanilla one, it seems the access permissions are the thing you changed, that might be the cause.
nosivaste Mar 12, 2020 @ 6:29am 
it got updated here nice!
FirePrince Mar 11, 2020 @ 4:50am 
@Vrishnak92™ per chat. You can test already the current version https://github.com/FirePrince3/A-Deadly-Tempest
Vrishnak92™ Mar 8, 2020 @ 10:56pm 
@FirePrince wait, how do you know that this mod is being worked on still? I haven't seen the mod author reply in quite a while.
nosivaste Mar 8, 2020 @ 4:46pm 
how do you build an L-Gate? i have researched it but i cannot see it in the megastrucute list on the construction ships.
Hector0n Mar 8, 2020 @ 2:36pm 
Ah, that's comforting to know. I love playing with this so it worried me when it went un-updated a bit.

I was wondering if you guys could write in compatibility with ACOT. I think it might be interesting and make the tempest ships more fun to fight if they used the ACOT technologies. Not full dark matter or dark energy, but maybe the prototype enigmatic technologies.

Just a thought, though.
FirePrince Mar 6, 2020 @ 11:31am 
Yes there is an update in progress, we see for 2.6
Hector0n Mar 4, 2020 @ 3:18pm 
This mod is one of my favourites so I have to ask if you're still working on it. If you are, could you update the file to read compatible with 2.5?
HolyCrusader34 Jan 14, 2020 @ 6:58pm 
Could we please get fixes? This mod seems awesome
Paladin '83 Dec 24, 2019 @ 12:43pm 
Hi, this mod seems to remove L Gates from spawning in my galaxy.. any ideas?

Soon as I remove the mod, LGates randomly spawn again. Thank you.
Spider Dec 9, 2019 @ 2:06am 
If it weren't for those last few bugs, it would be one of the best mods on the Workshop. It has so much potential.
Novae55 Dec 5, 2019 @ 7:50am 
@Tyler bowes, thanks for that quick answer! ;)
Tyler Dec 5, 2019 @ 4:26am 
@Novae55 bugs are still around, minor stuff like the nanite bombardment not turning the planet into a nanite world and not being able to reseal the L cluster, Everything else seems fine like the ships, tech and buildings (obviously mod conflicts lead to different experiences with what works)

And no it doesn't force the L system to be the tempest, so you would need another mod to change that
Novae55 Dec 5, 2019 @ 3:45am 
Hi everyone, I'm thinking of including this mod into my modpack for a incoming multi session.
Therefore I would like to ask a few questions:

1.What's the situation on the bugs that I read about? Has it been fixed?
2.Does this mod force the tempest invasion when you open the L-gate or is it the same as in vanilla?

Thanks guys!
Spider Nov 28, 2019 @ 7:43am 
@Vrishnak92™ I'm almost positive the triggers work for both Twink's Eternal Empire's bombardment stance, as well as the one for Ancient Cache of Technologies. I *think* the ones from Space Monsters does as well, but I haven't actually gotten a chance to test it in-game.

I'd start by asking them. Twink and Chiru are both on the Stellaris Modding Den discord.
Vrishnak92™ Nov 27, 2019 @ 3:59pm 
@Spider I've noticed quite a few mods that have broken triggers regarding when a planet is bombarded. If you find a fix, let me know if you would
Spider Nov 27, 2019 @ 3:56pm 
@NomaticBlaze For the most part, yes. This mod just has a few bugs that need fixing, but that has nothing to do with 2.5.
NomaticBlaze Nov 24, 2019 @ 7:34pm 
ummm does this work with 2.5?
Spider Nov 1, 2019 @ 3:31pm 
Confirmed that the Nanite World terraforming event doesn't fire. I waited until my fleet bombarded a planet to 100% devastation with the Nanite Bombardment stance on, and then waited again until all of the pops on the planet were dead. The event didn't fire.

I then activated the event manually with the console. It worked just fine, even added War Exhaustion the way it was supposed to. The problem is there is no automatic trigger to fire the event during the bombardment process.
Spider Oct 26, 2019 @ 9:08am 
Good news: Adding weights to the Artifact Action stopped AI from using it.
Bad news: The Artifact Action doesn't seem to work at all and is missing localization.
Spider Oct 18, 2019 @ 5:19am 
I think I found the problem with the Decision not keeping the L-Gates closed. There's a new Artifact Action that does the same thing, but it has no AI weights. I'm going to try adding AI Weight = 0 to both actions to see if that fixes.
Navi Oct 15, 2019 @ 2:00pm 
Hi! ive been unable to build or even find the tech to build Lgates. which is kinda sad
Vrishnak92™ Sep 19, 2019 @ 6:58pm 
Also figured out that the ability to create an L-gate does not seem to be working.
Coolcat15 Sep 19, 2019 @ 4:53pm 
i saw this mod one time that would allow you to play as nanites and now i'm looking for it and it seems i can't find it if anybody sees said mod please tell me and leave a link thank you. i do have a feeling it was taken down
Vrishnak92™ Sep 18, 2019 @ 6:43pm 
Looks like the L Gate Access Policy needs a look at, the policy seems to undo itself for some reason (its possible that the "must have control of Terminal Egress" is not taking effect, meaning the those who shouldn't have access actually do have access, and are unlocking the gate shortly after you lock it)
nathan67003 Sep 6, 2019 @ 4:37pm 
Small gripe: You can make more minerals with nanites than nanites with minerals, leading to an infinite loop.
Wolfie6252 Sep 5, 2019 @ 10:56am 
I have a problem, my l cluster keeps opening itself after a while
Wolfie6252 Sep 5, 2019 @ 10:52am 
Thank you Slynx :D
Jerry Aug 20, 2019 @ 5:49am 
Loaded this mod ontop of a savegame, L-gates uses the icon of Archaeological site.
Dalek Sec Aug 16, 2019 @ 6:18pm 
on the current version no L-gates spawn when I activate the mod
i heard they changed something in the way the l-cluster events fire or something
Meiyo Aug 16, 2019 @ 12:32am 
Where do you go to build an L-gate?
Slynx Jewel Aug 12, 2019 @ 4:01am 
changing "kill_pop_chance = 0.75"
to
"kill_pop_chance = {
base = 0.75
}
"
in a_deadly_tempest_bombardment_stances fixed the issue with killing pops. but not with terrafirm to nanite worlds
Slynx Jewel Aug 12, 2019 @ 3:28am 
ok. after some testing i found out that the bombardment stops when devastation is reached 100%... (tested without other mods)
Slynx Jewel Aug 12, 2019 @ 3:15am 
i have a slight problem.
1st) question: it there a limit on motherships? cuz i saw
limit = { is_ship_size = graygoo_mothership }
count > 4
if yes - then it's not working for me. i had a fleet of 10+ motherships...which is a bit op considering they are almost identical to titans.
2nd) nanite bombardment. for some weird reason it's not working properly. sometimes it just stops... and even though there is min_pops_to_kill_pop = 0 - usually last few pops are untouched. (as a result never seen nanite planets created with bombardment)
Slynx Jewel Aug 11, 2019 @ 3:33am 
@Wolfie6252 there is one already in the workshop. look for grey goo ships XD
ps: https://steamcommunity.com/sharedfiles/filedetails/?id=1634579501
Slynx Jewel Aug 11, 2019 @ 3:31am 
@silent one:
tech_nanite_ships = {
cost = @tier5cost2
area = engineering
tier = 5
category = { voidcraft }
prerequisites = { "tech_battleships" }
weight = @tier5weight1

## unlock nanite ships
prereqfor_desc = {
ship = {
title = "TECH_UNLOCK_NANITE_CONSTRUCTION_TITLE"
desc = "TECH_UNLOCK_NANITE_CONSTRUCTION_DESC"
}
}

potential = {
has_resource = {
type = nanites
amount > 0
}
}
}
SilentOne Jul 23, 2019 @ 1:05am 
So just to get things straight. What are the requirements for building nanite ships? I'm asking because in one game I had a starbase with the nanite foundry and unlocked nanite ship tech but couldn't build any ships. No nanite ships showed up in the ship builder and nothing was in the starbase's shipyard section. Is there something I'm missing? I'm also running other mods too...
Wolfie6252 Jul 17, 2019 @ 11:42pm 
I see
Spartan878  [author] Jul 17, 2019 @ 12:22am 
That is more difficult than you think because I have no skill in Graphic modeling. So its more of a unlikely.
Wolfie6252 Jul 15, 2019 @ 4:13am 
Is there any chance of getting a nanite shipset we could use from the start?