Stellaris

Stellaris

Anomaly Tweaks v2 [3.12]
18 Comments
Sterling Archer  [author] Sep 16, 2023 @ 7:30am 
This mod should still be working. I do not have the game installed so I cannot update the version. Please let me know if there are any problems.
Sterling Archer  [author] Dec 3, 2022 @ 9:25pm 
I am unable to update the mods at the moment due to being overseas. As long as the game rules have not been updated (and I have seen nothing in the patch notes to show this), this mod should be compatible with the latest version.
Sterling Archer  [author] Jul 6, 2022 @ 4:28am 
After much procrastination and faffing about, this mod has been updated to 3.4.*. Thank you for your patience.
Sterling Archer  [author] Mar 20, 2022 @ 1:26am 
All of my mods are, as far as I am aware compatible with the latest patch. I am waiting on a replacement SSD from Samsung, so when that comes, I will update the version numbers.
Sterling Archer  [author] Nov 29, 2021 @ 11:22pm 
I have been lazy and did not get around to updating this mod's version. It was still compatible though. The mod has now been updated for version 3.2. If there's any problems please let me know.
Sterling Archer  [author] Apr 15, 2021 @ 1:26am 
This mod has been updated to game version 3.0.
Sterling Archer  [author] Nov 9, 2020 @ 2:16am 
This mod has been updated to 2.8.
Sterling Archer  [author] May 12, 2020 @ 8:47pm 
This mod has been updated to 2.7.
Sterling Archer  [author] May 7, 2020 @ 5:06am 
Besides modding the anomaly outcomes, there is no way to remove the failures.
Guardian-of-Light137 May 6, 2020 @ 2:23pm 
Mod works great. ... Little to great. I can barely explore beyond a few solar systems cause my science vessels keep finding Anomaly's XD Do ya know any mods that remove failures from them? Like the ones where they try to get a ship out of a gas giant. Sometimes it works sometimes it doesn't.
Sterling Archer  [author] Mar 21, 2020 @ 12:42am 
This has been updated to the current game version.
Sterling Archer  [author] Jan 9, 2020 @ 11:40pm 
This is 100% compatible with 2.4. There's some bug preventing me from updating it. I will fix it when Federations is released.
Sterling Archer  [author] Oct 11, 2019 @ 2:32am 
Hello. All of my mods are compatible with 2.4 I just have not gotten around to updating them yet.
xika Oct 6, 2019 @ 2:15am 
thanks man, you are the worlds best secret agent!

I can simply increase the number of insights needed to slow down the AIs and I can also use it to make that wimpy khan stronger
Sterling Archer  [author] Oct 6, 2019 @ 1:26am 
https://steamcommunity.com/sharedfiles/filedetails/?id=1491711756

This is what I use for L-Gate customisation. As this changes core game rules, I do not think it is possible to apply it to player empires only.
xika Oct 4, 2019 @ 7:14am 
How do you turn off the Tempest? Could not find a mod that keeps the L-Cluster but without the tempest.

Happened again this game. I was at war and had ~10K fleet power and an AI empire opened the L-Cluster. Total devastation in the galaxy...

Would it be possible to adjust this mod that the anomaly multipliers are only applied to human players? (Not asking you to do it with this version of the mod, but I guess that could be something I can tweak myself if it is possible.)
Sterling Archer  [author] Oct 4, 2019 @ 1:46am 
@xikade Not that I know of, sorry. Personally, I just rush L-Gate Insights as soon as the tech is available because I turn off the Tempest and only allow empty / L-Drakes / Dessanu. This sees to be a side effect due to the increased amount of anomalies.
xika Sep 24, 2019 @ 7:38am 
Thanks for the mod.

I think I do have an issue that is indirectly caused by your mod. I've played four full games so far with your mod active. In each game an AI empire opened the L-Cluster early on (and each time I had a grey tempest invasion).

I think this is because the higher chance of events gives the AI empires more L-Gate-Insights.

Do you see a way to prevent that?