Stellaris

Stellaris

The Great Khan Expanded [3.14.☠]
709 Comments
Redhand_Jedi Oct 14 @ 12:36pm 
So many great mods stuck at 3.14. Makes me think I might need to remain at 3.14 or play a few games at 4.+ but then return to 3.14 for most of my games for the better mods!

I hope FirePrince returns but we'll see.
InvIzIble Oct 1 @ 3:12am 
Is there somewhere 4.+ version?
Mustard Sep 8 @ 11:28am 
update or i upper decker your toilet
Обнови мод брат
Egetdominum Aug 10 @ 10:14pm 
Hi, is the mod going to be updated?
Mental Motel Jul 14 @ 7:01am 
god FirePrince has so many goated mods, I really hope they come back.
fdymod Jun 23 @ 9:31pm 
CTD
Waterfowl Jun 20 @ 3:48pm 
Is this compatible with Sins of The Prophets
Misterwheatley Jun 8 @ 11:28am 
Go into debug mod and hover over the empty box to get the tooltip event id which is causing the bug.
RustyKn1ght Jun 8 @ 8:20am 
Looks like that as of 4.0 and latest hotfixes, we've entered "empty box"-spam event territory.
Misterwheatley May 24 @ 11:55am 
Fireprince had modding fatigue. He MAY return for 4.1
PileofSnow May 24 @ 12:55am 
I feel it's more likely he's either A) busy with real life, or B) working to update the mods he works on to 4.0
Misterwheatley May 10 @ 10:38pm 
Dude may be done with modding. Its joever.
Patrick Schlesier May 10 @ 11:36am 
update for stellaris 4.0 please!
AzoorFox May 7 @ 4:51pm 
UPDATE WHEN????????????
RECKLE$$ Apr 20 @ 10:50am 
also could there be an indicator as to, in numbered terms how powerful the khan or gray tempest will be like approx fleet power. I ask because i want a good challenge for myself and for the AI empires but not too easy or hard, dont want the Khan getting stomped first time he meets strong resistance. When MTTH is approaching i can assess my fleet strength and that of the strongest AI empire and adjust the mid game crisis strength and fleet numbers accordingly. hope that made sense
RECKLE$$ Apr 20 @ 10:43am 
fair enough i can understand that, fake government thing. its only cause i know there is entries in the files for civics and government so thought id ask the question. e.g marauder khanate and great khans vision. The traits though if their all inactive why give him traits at all. is it it like that vanilla too lol
FirePrince  [author] Apr 20 @ 1:55am 
@RECKLE$$ made a minor update. I could only reproduce the naming, the trait issue is just an appearance and is normal (otherwise you need to create new traits only for the Khan which work as leader and gov. This whole gov for the Khan is just fake anyway, so it makes no sense to fix here something just to make it not grayed out).
RECKLE$$ Apr 18 @ 3:19pm 
oh and all the great khans traits are crossed as they cant be used on a leader who is also a ruler, the khan is an admiral so they are all inactive
RECKLE$$ Apr 18 @ 2:36pm 
the great khan emerged, when i hovered over them they were still called marauders not ....... Horde. i used the console to play as them to check the faction as i thought something was wrong. and in the empire screen they had no civics, no origin no goverment type or authority, just ? icon in their place. its like the game couldnt form a government type when it tried to create them
FirePrince  [author] Apr 18 @ 2:13pm 
@RECKLE$$ can you please give more information, IDK WDYM.
@Diamonikon you are welcome
RECKLE$$ Apr 18 @ 12:05pm 
why is my khanate still marauders, when i console into the them they have no civics, origin, goverment type, all the khans traits are blanked out as it says some traits may be blocked if leader is empires ruler
Diamonikon Apr 17 @ 10:18am 
@fireprince yeah I am using hte Freebooter Origin and then had the Ascension Perk to become a Khan.

Thank you for keeping this updated, this is such a freaking fun mod! Im having fun building up my own Khanate.
FirePrince  [author] Apr 17 @ 5:43am 
Major UPDATE: fixed several reported issues, like player option switch to Khan or Khan dies for other reasons instead of combat. For more, see log.
FirePrince  [author] Apr 15 @ 11:35am 
You mean at the Freebooter Origin?
Diamonikon Apr 12 @ 3:36pm 
I had another Glitch happen, my own Khan Attacked Herself in Honorary Combat and Killed herself that way. I don't think thats meant to happen
Diamonikon Apr 5 @ 8:02am 
@Fireprince would it help if I re-subscribe to the mod?
FirePrince  [author] Apr 5 @ 5:21am 
@Diamonikon: should be fixed now, sry, for save-games afterward I'm not fully sure.
Diamonikon Apr 4 @ 1:33pm 
I have run into a problem, when the First Khan spawned and took over I offered it a different deal. Building its Ships for it basically. Remained indepdenent. Couple of years, another Marauder faction became "The True Khan" And the first Khan faction Disappeared. But now I can't join them because im no Longer independent.

The Original Khans are now.. invisible? So off? and if I try to talk to them through another Satrapy they are just the original Marauders again
FirePrince  [author] Apr 4 @ 10:49am 
@MightyShark: Startup warning pfff*
MightyShark Apr 3 @ 4:10pm 
I see this error in the logs ->

Error: "Malformed token: event_target:great_khan.fleet, near line: 6219
" in file: "events/!00_marauder_events_override.txt" near line: 6221
Waterfowl Apr 2 @ 5:55pm 
Is it okay to use this in 3.14?
Waterfowl Apr 2 @ 5:29pm 
Can this mod also prevent this event from ever happening?
FirePrince  [author] Mar 19 @ 2:15am 
@Mikara: Can you try the Merger of Rules or find the incompat mod!?
@Spritzlappen: I check this later
I'm not playing this game anymore.
Mikara Mar 17 @ 11:37pm 
Seems like the Khan doesn't expand once awakened. This has happened multiple games. He just sits in the system and nothing happens.
Spritzlappen Mar 13 @ 8:45am 
The Khan always dies a day after being defeated of old age. (happened to my last 3 Khans)
FirePrince  [author] Mar 10 @ 1:49am 
@Yellow47: TY, should be fixed now! Somehow a bad compatibility (with inline_scripts :-/)
Sherdthan Mar 9 @ 10:53pm 
Seconding @Yellow47
Yellow47 Feb 26 @ 7:24am 
Thanks and enhancing Great Khan mod is awesome! Just noticed after the recent update, I cannot see any war goals when declaring wars, the only one exception is 'End Threat' when against a Fanatic Purifier. Any possible mods conflict on this part?
FirePrince  [author] Feb 4 @ 10:39pm 
I mean, this is a vanilla bug, but I can try to give the Khan a starting kick. Is it also after save load and also without this mod? And can you give me your save?
Ethric Feb 4 @ 1:57pm 
Great mod though.
Ethric Feb 4 @ 1:57pm 
Same as Three. Khan and his fleet's just sit in systems. Not even moving within system let alone leaving.
FirePrince  [author] Feb 3 @ 7:29am 
Made an update, which probably fixes the issues.
@perl: I put this on To-Do
Captain Otters Feb 2 @ 9:51pm 
For some reason when my Great Khan spawns it just sits in its systems and not doing much of anything.
Gameer4life Feb 2 @ 2:09pm 
PS to anyone who download this mod and use gigastructure. Don't unlock the core while this mod is active, because dumb dumb Khan will declare war on Aetenum and Aetenum will literally wipe him out from the galaxy before he does anything interestingly. I have him on phoniex mode and every time he respawn, Aetnum hunt him down and kills him again.
Roland Jan 28 @ 7:16am 
Good Mod and nice idea's thanks.
perl Jan 12 @ 10:55am 
For example, I want to turn my own vassals into Satrapy, Machinesmith, Fabricator, and more
perl Jan 12 @ 10:52am 
Is it possible for the player to create vassals with these new Khan subject types?
FirePrince  [author] Jan 2 @ 9:18am 
PS: To answer your question for test: You need to scope the Marauders starbase and call:
effect owner = {country_event={id=marauder.28}}
FirePrince  [author] Dec 28, 2024 @ 5:56pm 
@d.kall: should be fixed now, thank you very much for your report effort.