Stellaris

Stellaris

Crisis Manager - Mid-Game Edition [Unofficial] - LEGACY[2.8]
52 Comments
FirePrince May 19, 2021 @ 3:23am 
Goblin Conscript May 10, 2021 @ 1:02pm 
Please update this to work with the new 3.0 version of Dynamic Mod Manager
Arctic May 6, 2021 @ 10:23am 
I'm not certain if it's a problem with this mod or the mod menu but in 3.0.X there's a problem with either the crisis managers or their dependencies. Once again we're stuck without a crisis manager. Unfortunate.

I will post this across the rest of the unofficial crisis manager mods in hopes of illiciting a response from the creator.
Keeper Apr 23, 2021 @ 12:31am 
Also if there are two khans at the same time, are they hostile to each other?
Keeper Apr 23, 2021 @ 12:30am 
Could someone explain the multiple khans and intervals? Can there be two marauder khans at the same time or is it the time between the next marauder group becoming the khan?
FirePrince Apr 22, 2021 @ 6:32pm 
I could do this and I've already started halfway, but I need some time... any help is welcome.
TheEventHorizon Apr 21, 2021 @ 1:52pm 
Will this be updated to 3.0?
Ragnarok Nov 18, 2020 @ 8:17am 
So, slight issue. Provoking the Khan's rise by nuking the habitats with the Great Great Khan setting doesn't cause the Marauders to unify despite all three being present. Not sure why.
Megatron Oct 21, 2020 @ 11:56pm 
If I run this and end game crisis manager/sleepers etc, do I only need to make menu choices at the start of the game and will these choices stay each time I load the savegame? I ask because I started a fresh game, turned off the empty l-gate possibility, and then when the l cluster was opened it was empty even though I forbid that choice. I selected all of my crisis choices when it was 1-1-2200. Is this the right way to do it?
FirePrince Jul 18, 2020 @ 11:32pm 
@That One Strange Fellow: Sorry, so your patch needs also updated in the next coming CM update.
FirePrince Jul 18, 2020 @ 11:30pm 
@That One Strange Fellow: There is no patch needed (you only removed 1 variable/trigger) instead of cloning the whole file(s) you could simply change this variable, at best in your mod.
That One Strange Fellow Jul 15, 2020 @ 2:50am 
I've created a compatibility patch between this mod and my own mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2166755065
Skitter Jun 21, 2020 @ 2:05pm 
What do Multiple Great Khans and Great Great Khan do? Does Multiple Khans mean that different marauder empires rise up, or does the same one just stay as horde forever?
FirePrince Jun 14, 2020 @ 10:16pm 
@ZacharyBuilder: yes it is, explicitly! In fact, there is more update work ongoing these days.

@Darh: Hey, thanks for feedback, but can you be more concrete what do you mean with "additional Mod shits"?? :-P
You can take a look at the current issues: https://github.com/TehFishey/stellaris-crisis-managers/issues

@Emperor Hadrius: you should not need the console command, the required items: Mod Menu and Dynamic Mod Menu have support for this. Anyway, the command is: CrisisManagerMenu.3
ZacharyBuilder Jun 14, 2020 @ 7:28pm 
is this mod compatiable with the deadly tempest mod?
Darh Jun 14, 2020 @ 4:22pm 
The Mod is good, the only problem is the additional Mod shits that come attached
DerigarsChairman Jun 10, 2020 @ 12:44pm 
whats the event to see the crisis options?
FirePrince May 20, 2020 @ 2:24am 
@Sir Doggo: should be fixed now (long known mistake :-o)!
Sir Doggo May 19, 2020 @ 5:55pm 
When the Grey Tempest spawns, the initial fleets that invade are all put under my control. I got 5 free Nanite Fleets. Pretty cool, but probably not intentional. The rest of the ones in the L-Cluster ARE working properly and are hostile though.

Of course, I'm not positive it's this mod. It's just the only one I can think of that updated recently and relates to the L-Cluster.
[CN]突击队队员 May 14, 2020 @ 1:51am 
bug report : fallen AI can‘t be setting at game start it showing Crisis Triggered.
TehFishey  [author] May 13, 2020 @ 2:09pm 
@Quilo

Awesome, great to hear!
Quilo May 13, 2020 @ 1:56pm 
I just started it up and it seemed the issue was fixed on my end. I can access the mid-game menus now. I had the Sleep and Mid along with the end, but only the options to edit the end were available, but it seems it's no longer an issue.
TehFishey  [author] May 13, 2020 @ 11:41am 
@Quilo & shilum_nehum

There were a couple of major issues with yesterday's release of the mod, so that may have been part of the problem for you. I just tested the menus with the current release and can access all of the options with all of the mods available. Can you specify what options are missing for you?
Quilo May 13, 2020 @ 8:39am 
Same here, only end game is showing up in the configuration menu.
shilum_nehum May 12, 2020 @ 5:41pm 
not sure what i am doing wrong but i have end game, mid game and sleeper crisis installed but mid game is not showing
TehFishey  [author] May 12, 2020 @ 9:46am 
Updated to version 2.7, merging in several vanilla changes and altering deprecated syntax. If anyone is still using this mod on a 2.6.x version of the game, let me know and I can hook you up with a copy of the older mod (you can fetch it from this mod's
github repo [github.com], assuming you know how to use git.)

Numerous bugfixes were also included, which probably fixes some issues that people may have been having with these mods (such as issues with DMM/ModMenu that were being reported.)
FirePrince Apr 20, 2020 @ 10:50pm 
@denisonscott09: Seems indeed vanilla related, I also noticed this and inserted a fix to A Deadly Tempest.
x Van Zan x Apr 20, 2020 @ 9:36pm 
I'm getting a bug and I don't know if I did something wrong or what. I just opened the L-Gate and the Dassaunu are on the other side. When I first started the game I went through and made all my selections for both end-game and mid-game crisis. When the Dessaunu spawn, their average fleet strength is initially around 75k, but then a few in-game days later, they drop to about 60k, and a few days after that they drop all the way down to 6. Not 6k, just 6. Could this be some setting that I mixed up with your mod?
Foxycfreezy Apr 19, 2020 @ 1:50pm 
Is there anything needed to make this work in MP? Our group used this and The Khan never spawned when we had it set to the Great Great khan and left everything else as default.
FirePrince Apr 15, 2020 @ 9:52am 
By the way A Deadly Tempest has now build-in compat. for this great mod.
uaciaut Apr 5, 2020 @ 9:04am 
No worries whatsoever man; by the way i tested it with Gray Tempest and it works just fine (i found Gray there after).
Thanks for your work and whoever else worked on this before you, helps a lot!
TehFishey  [author] Apr 5, 2020 @ 7:26am 
@uaciaut Sorry, I thought I'd already replied to this!!!

Yes I'm looking into this one, I've kinda been slow to work on this over the past week because of technical issues. Thank you for reporting, I'll try to get back to you quickly...
uaciaut Apr 5, 2020 @ 6:58am 
Any help on my question on the previous page please? Can "a quiet stroll" spawn on dessanu/gate builder systems if I defeat them or not?
Watchman Apr 4, 2020 @ 1:34am 
@TehFishey Ok then. At least I can tell that it is not your mod's problem. Thank you for investigating, and for your precious mod!
TehFishey  [author] Apr 3, 2020 @ 2:52pm 
@Watchman I've been out of the loop on Stellaris modding for a while, but iirc it used to be a thing where the game could occasionally drop threaded events when it gets overloaded: stuff they should have happened just wouldn't, for whatever reason. In glad it's working now at least!

And FWIW, the ai never gets the throne relic; if they defeat the Khan for the final time the event will just never trigger. I'm not entirely sure why it's like that, but it's the case in vanilla and that behavior is retained in this mod.
Watchman Apr 3, 2020 @ 2:33pm 
@TehFishey Very strange situation. None of the empires have th throne, but when I jumped buck to my save, and defeated Khan again, that event happened! Don't even know what to think...
Watchman Apr 3, 2020 @ 1:51pm 
@TehFishey Don't know about save file, maybe autosave (but some time already passed, amybe it's gone).

Yes, everything went smoothly and normally, despite the fact that the throne event ain't happened.
I don't know about mod codes, but I highly doubt that I have mods that change marauders and Khan.

I'll check other empires (will use play id command) to check if someone got the throne, by the way. But it will be strange, cause I was the only one in the system
TehFishey  [author] Apr 3, 2020 @ 1:03pm 
Hey Watchman! I've been looking into this one recently, and it's weird; I seem to be unable to reproduce it. I've done numerous test games with various CM settings (different numbers of resurgances, etc.), and have always gotten the throne event after the Khan is finally defeated.

Just to clarify what your saying: You killed the Khan, the event resolved itself normally (kill popup, Khanate changing into a new empire, etc.), but you never got the throne? Is it possible that an AI empire may have gotten credit for the killing blow in your playthrough? Alternatively, do you have any other mods installed which might change things related to the Great Khan event chains (specifically event id marauder.710)? Do you happen to have a save file from before the Khan died that can reproduce what happens?
Watchman Apr 3, 2020 @ 5:36am 
@TehFishey Can you check it out, please?
Watchman Apr 3, 2020 @ 5:36am 
Maybe it was because he was defeated not by my fleet, by the fleet of hired mercenaries from other marauder empire? They were in my fleet too, but I doubt that it can cause that bug...
Watchman Apr 3, 2020 @ 5:33am 
@Dr Nilsson
Yes, that's the thing! He appeared, I defeated him. Then I defeated him second time. And then, because of the settings that were in the mod, I destroyed "Chosen of the great Khan" fleet for the third time. He decided to stay on the ship and die. Horde was reorganised back into marauders empire. So, everything worked fine, despite the fact that the "Throne found" event ain't happened
Dr Nilsson 🖖 Apr 2, 2020 @ 6:27am 
@Watchman you only get the relic if you kill him. And you usually kill him when you fight him for the last time.
Watchman Apr 2, 2020 @ 3:43am 
Defeated Khan, but didn't got his throne as relic. Maybe a bug?

Despite changes at power, I also changed how much he respawns. Maybe that affected the relic somehow?
uaciaut Mar 30, 2020 @ 12:14pm 
Question - for the L-Gate event, i chose any event to spawn, Quiet Stroller to be found in any L-Cluster, and Nanite worlds to be terraformed in any L-cluster.
Now i got the Dessanu, i just finished surveying the whole mini-galaxy and nothing came up, do i need to attack/destroy them to get the Quiet Stroller anomaly?
Watchman Mar 28, 2020 @ 6:46am 
Uh, but one of them is required, like it will not work without it?

Also, is it working in MP, and how? Only host can use it?
TehFishey  [author] Mar 28, 2020 @ 6:45am 
@Watchman it needs either Mod Menu or Dynamic Mod Menu to access the in game menus. It does not need both.
Watchman Mar 28, 2020 @ 3:44am 
Does that mod require mod menu to work, or not?
Zak Mar 26, 2020 @ 6:51am 
hmm alright thanks for giving me an update!
Dr. Madfox Mar 25, 2020 @ 8:01pm 
Thanks for updating these, just had a Khan spawn 5 years in to the North of me and I love it. Gives me an early game threat to build up against. Any chance you'll update the Sleeper Edition to guarantee a War in Heaven?
TehFishey  [author] Mar 25, 2020 @ 2:03pm 
@Theshadowlichking The tricky thing about using this manager in particular with an existing save is that the event chains that it alters tend to start very early on; the L-Gate ones in particular. Altering or replacing an event chain that's in progress is a very prickly thing and can lead to all sorts of issues, which is probably why NaK1119 just warned people away from trying this with an in-progress game.

After I'm done updating the rest of the mods, I can look into maybe updating this one to allow partial functionality if it's installed after the start of the game - whether it's possible or practical will depend a lot on exactly what flags Distant Stars' vanilla event chains expose, I think.