Stellaris

Stellaris

[2.7.*] Crisis Managers (Unofficial Update)
11 Comments
烽燧煜明 May 17, 2020 @ 11:09pm 
It's really useful.
seven Apr 19, 2020 @ 1:17am 
Stand alone menu button has been done.
FirePrince Apr 12, 2020 @ 2:15am 
Hey the beta version is ready! https://github.com/F1r3Pr1nc3/A-Deadly-Tempest
Allein Apr 8, 2020 @ 4:42pm 
these mods
+
25x crisis strength
=
hell
TehFishey  [author] Apr 6, 2020 @ 9:00am 
If you have a beta version, I'd love to help QA/bugfix it with you (though again, still on a loaner comp, so I'm missing most of my tools and the specs to run mid-late game Stellaris :/)

FirePrince Apr 5, 2020 @ 10:59am 
Oh thanks, that's nice to hear. You are right, I guess you have much more experience in Stellaris as I. :P When I'm done (almost finished), I would like to give you a beta version of this first? Or we create indeed only a Crisis patch version and I/you invite you/me. The Crisis Manager is too big to fall. :) When more people work together, it should always be good to use something like Git.
TehFishey  [author] Apr 5, 2020 @ 7:02am 
I think that the original author set it up to be modular so that users could disable certain components if they ran into compatibility issues with new mods (such as just needing to disable the mid-game component if they wanted to run ADT). That said, I'd personally like to merge them into a mega-pack as well (it just feels neater, plus it's easier to maintain)...
TehFishey  [author] Apr 5, 2020 @ 7:01am 
Hey Fireprince, I love your mod! I was actually planning on making these compatible with yours (or releasing a compat patch) before my computer broke last week (and my replacement part was stolen out of the mail yesterday :<).

If you'd like to add native compatibility that would be really cool, but please feel no pressure to do so. Trying to dig through this mod's codebase to figure out what's going on can be a bit of an adventure, I know. Once you wrap your head around the original author's style it's too hard to puzzle out, but that personally took me a lot of time.

I'll look into that typo in the events file, thanks for reporting. iirc most/all of the scripted effects/triggers which are referenced by, but are not packaged in, the Mid-Game component have to do with non-existent menu options and such (the menu code is shared between all versions). They'll log warnings, but they shouldn't actually impact gameplay at all (the Mid-Game version should be fully functional standalone.)
FirePrince Apr 5, 2020 @ 6:23am 
Hey first thank you for keeping this alive. I'll made A Deadly Tempest fully compatible with the Mid-Game edition. I see now the code is absolutely extensive! If someone digging deeper into it, he is an expert. :P If I can support you, I'm on your side.
@Glitch: I remember yet only "0_gray_goo_events_replace.txt" block on line 92 is needless doubled with the previous. Some effect and trigger variables are missing because they are in the End-Game edition.
@MegaPack: I've made this local with you editions. It seems it was absolutely intended so, as only 1 file from all editions where redundant and each mod has relations the the other
TehFishey  [author] Apr 1, 2020 @ 9:41am 
Hey FirePrince! Do you mean that you found glitches in the Mid-Game edition, or in your mod's patch? I've really had very limited time to playtest most of these mods (hopefully I'll have more soon); most of my changes from the abandoned versions have just been merging in changes made to vanilla files. It's possible that there are some bugs that I overlooked, either ones that existed in the original versions, or ones that were introduced if syntax, etc. was changed in federations.

What bugs have you found? What parts seem to be incompatible with what you're working on?
FirePrince Mar 31, 2020 @ 1:23pm 
Hey TehFishey, I wondering this still works, as I tried to make the Mid Game edition compatible with my mod, I found some glitches in the code (maybe not break the game). I also wondering there is no updated total pack: https://steamcommunity.com/sharedfiles/filedetails/?id=1891837471