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@Skill not found: no, but sounds very interesting (maybe I'll do something like that).
...
for sure.
I guess I need to update the whole pack...
I will post this across the rest of the unofficial crisis manager mods in hopes of illiciting a response from the creator.
by which i mean, it at least doesn't crash your game or anything. kinda seems like the end game crisis will just not happen at all though. i'll play for a couple more decades, maybe a century (so, until 2600 - 2700) and report back if anything interesting happens.
But please, can you create compability patch for ZOFE (Zenith of the Fallen Empires), someday in future?
Because the crisis appears as unknown empire, without any chains of events. It is because ZOFE has some problems with new empires that appeared after you ascended. But I think it can be fixed on your side, because default ZOFE (without that crisis manager) does not affect crisises
Like, chains of events are not appearing
Yeah, it seems that your mod overwrites something from "Zenith of the Fallen Empires". Please, investigate this in future?
Maybe it is because of the problem with ZOFE itself, there is unfixable issue, that it is not possible to establish coomunications with empires after you become Ascended empire. And, well, unbidden appeared without notices (for me) and with question mark (unknown). Fixed by using "communications" cheat, but still...
The Fallen Empire was crushed but the FE existed and after i "destroyed" the unbidden in a former System of the FE the System wents back to the FE and the unbidden attacked them massive again.
Thank you very much for updating this module !
I mean, its mostly a hard-coded vanilla AI issue, so I don't have a whole lot to work with to fix it (at least without doing 'clever'/hacky workarounds maybe, but those come with their own set of problems).
I *did* adjust the defines on some of the crises to make them more aggressive in their target-choosing without tanking performance; the Scourge especially. I've noticed that the scourge will still hang around and not do anything if they spawn too far away from other empires, though... more extreme define settings could potentially fix that.
If your issue isn't that the crises aren't moving, but just that they're very slow, the CM Total War mod might help a bit (tbh it's my favorite of the bunch). Making crises automatically capture unclaimed systems or systems with destroyed starbases really goes a long way to combat their sluggishness...
Still, I don't know why when I triggered Contingency (no multycrisis, btw), there were no events about robots going mad, just the hubs appearing
Huh, that's a strange one. I haven't yet been able to reproduce this.
It seems that manually triggering any of the crises (or just starting the event chains) works just fine if it's done from a new game. It's possible that, if you changed any of the CM settings after the Scourge crisis already initiated, some stuff in the contingency glitched out when it was triggered from the menu. Do you have multi-crisis turned on?
Keep in mind that the trigger events for the scourge/unbidden/contingency happen invisibly, usually a couple of years before the first popup.
Would you be willing to send me your game save & mod list so that I can poke at it, if you have a chance?
But I am now at 2475 year, and the crisis starts at that year all the time, so I've been loading saves before that date, to see if random will give me another crisis.
I've been loading save ten times, and all the time after date passed 2475, Prethoryn scourge was activated. Is that a bug, maybe, or just terrible random??
Also, I've activated contingency from the menu (on the save where no crisis was started), and... no events happened. One of the planets (hub) was exposed, and it was not possible to contact contingency, it was marked as "?", like undiscovered civilization. Looks like terrible bug for me
Unfortunately, this mod doesn't really work like that; It'll need to remain installed to have any influence on crisis power/behaviors.
If you are only interested in altering crisis strength, you could try Dynamic Difficulty (I know that mod has a 'lockable' menu, where you can make changes and then prevent them from ever being adjusted after that.) Otherwise, you would just need to ask your players not to alter the settings after the game starts...