Stellaris

Stellaris

Diplomacy and espionage
74 Comments
The Wandering Modder  [author] Jun 30 @ 8:40pm 
Yes I forgot to update the version but it should be safe
Vortek Gamer Jun 30 @ 8:37pm 
just want to check, this mod is safe to use now for 4.0? the launcher is saying that it is made for 3.14
alankraskow Jun 11 @ 4:35pm 
@The Wandering Modder Hey man, I noticed that skullduggery_propaganda_center does not give any effects upon being build. I don't see custom tooltip in the files that could be broken, so my assumption would be that it's because the multipliers.
alankraskow Jun 2 @ 7:03am 
@The Wandering Modder I totally understand. I have few other projects as well, so doing it on my own is rather too big of a commitment. At least for now.
The Wandering Modder  [author] Jun 1 @ 8:54pm 
I have few current projects so you can help expand the mod if you want one.
alankraskow Jun 1 @ 8:50pm 
@The Wandering Modder why? The espionage is so neglected by PDX, that I'm not surprised this one is popular. Especially that only alternative is Expanded Espionage and Diplomacy, which makes too many changes to be compatible with Galcom mods.
The Wandering Modder  [author] Jun 1 @ 8:43pm 
Honestly this mod is one of my more popular mods but I never liked it personally.
alankraskow Jun 1 @ 8:35pm 
@The Wandering Modder good to hear you working on this. Any plans to expand it more? I could help a bit if you want.
The Wandering Modder  [author] Jun 1 @ 7:12pm 
Will work on this mod now. Expect update within 24 hours
EchoCT Jun 1 @ 11:01am 
I am sure you are aware, but I traced the null event I was getting to Skullduggery_evt.7 for what it's worth. Thanks for any help/updates when you have time.
The Wandering Modder  [author] May 10 @ 9:01am 
Obviously 4.0 broke all mods
Perambulante in tenebr May 10 @ 7:22am 
null event
Perambulante in tenebr May 10 @ 7:22am 
event bug all time
The Wandering Modder  [author] May 6 @ 11:46am 
Yes but 4.0 is barely not crashing for me rn
Zeizei Pumpum May 6 @ 10:23am 
so u have plans for a 4.0 update?
WRXKiller-GM Apr 11 @ 2:45am 
aw why is that is there something else like another mod that is more prioritized over this right now?
The Wandering Modder  [author] Apr 11 @ 12:55am 
Probably but it's low priority
WRXKiller-GM Apr 11 @ 12:53am 
So is this mod going to get a major update rework with its buildings and other parts when 4.0 releases?
Permy134 Mar 25 @ 7:48pm 
hijack big fleets doesnt seem to work. it just canclels it after a while with no prompts. hijack small fleets works fine tho
UndeadGamePlayer Jan 13 @ 5:33pm 
Thank you for this again btw
Hivelord Jan 1 @ 1:40am 
@The wandering modder can you make the riot espionage operation able to target a specific planet,
The Wandering Modder  [author] Dec 28, 2024 @ 1:57pm 
Safe
QuadCarnage Dec 28, 2024 @ 1:30pm 
Safe to use on 3.14 or needs update?

Your mod looks awesome BTW, cant wait to try.
The Wandering Modder  [author] Dec 11, 2024 @ 1:17am 
Operations are difficult and take a long time to launch. If terrorist attacks do nothing most likely they have cloak detection in that system because it's a physical ship that begins the op.
D3MONIC_Company Dec 11, 2024 @ 1:13am 
Always fail the terrorist attacks is there something I'm doing wrong or is it that hard?
Ruthmyr Dec 5, 2024 @ 12:33am 
tried hijacking a fleet and it didn't work, am I supposed to only have this mod enabled in my presets?
Subset_ Nov 26, 2024 @ 9:25am 
Is it compatible with existing saves?
Anton Rabe Nov 24, 2024 @ 2:50am 
I love the probe ship, is so nice.
I like the operation with the Riot on the planet, but is it possible to add an operation like the planet will rise up and the Rebellious State is created? I just like the idea of playing as a Spy State that is closed off from everyone and secretly causes riots across the galaxy.
The Wandering Modder  [author] Nov 23, 2024 @ 1:34pm 
It's just a better science ship with no limit other than the civic. The buffs and debuffs don't stack though.
MightyShark Nov 23, 2024 @ 1:30pm 
Looks like a good mod ! How does the "Probe" ship work ? Does it need a scientist on board ? How many can one empire build ?
The Wandering Modder  [author] Nov 22, 2024 @ 4:30pm 
immigration center and propaganda center have been changed to 1 per empire and had their stats nerfed.
The Wandering Modder  [author] Nov 22, 2024 @ 4:26pm 
I always put triggered because I never know when I'll need to add conditions. As for the immigration center it should have been 1 per empire. That's a mistake I'm surprised Noone reported till now.
Dal Nov 22, 2024 @ 4:07pm 
The special Skullduggery buildings that can be built multiple times are WILDLY overpowered (Immigration/Propaganda Center) because they apply country-wide and not planet-wide, allowing stacks like +2000% pop growth for every planet in the empire. The 15% bonus multiplying for each migration pact is also strong in general.
"triggered_country_modifier = {
potential = { ... }
..."
should be
"planet_modifier = {
..."
because the trigger is just "always = yes" the triggered part is unnecessary; this also applies to the other triggered modifiers with the same condition.
UndeadGamePlayer Nov 21, 2024 @ 11:39am 
Or make a doc and list it on here somewhere.
UndeadGamePlayer Nov 21, 2024 @ 11:39am 
I like this so far. When you get the chance could you add onto the building more description or list what mechanic modifiers they have? I'm not entirely sure what each building exactly gives me. ( I also have a lot of extra buildings from mods so I have to pick and choose for what planets with limited space.)
Anton Rabe Nov 19, 2024 @ 1:35pm 
Thanks you! Is just what i was looking for! Your new operations is just soooo mmmm
Tasty! Thansks you!
UndeadGamePlayer Nov 14, 2024 @ 4:59pm 
thank you
The Wandering Modder  [author] Nov 14, 2024 @ 2:34pm 
Yes
UndeadGamePlayer Nov 14, 2024 @ 12:18pm 
Can I add this partway through a playthrough?
The Wandering Modder  [author] Nov 13, 2024 @ 2:30am 
should not need one. I don't update mods just to fix the warning icon in the launcher that means nothing.
Rogueone Nov 12, 2024 @ 11:10am 
Update?
Lexi Nov 1, 2024 @ 4:07pm 
Just did it a few times against some rivals. It increases the ethic shift chance by 50% and decreases government ethics attraction by -50%.

Great mod. If it is possible to make them specifically attracted towards my ethics when i use that operation, it would be very nice. :steamthumbsup:
Lexi Nov 1, 2024 @ 2:44pm 
Does spread propaganda convert their pops to my ethics? that's kinda what i want to be able to do.
FlorestNerd Oct 24, 2024 @ 9:40am 
hey, could you do a simple list of whats new?
Overlord Oct 20, 2024 @ 8:03am 
Instigating civil war would be fun though if its possible, just made it separate fun mod or make it really hard to pull off with the risk of if found out the enemy get a great casus belli and immediately prepare for war or something. most play single player so don't mind about the balance IMHO
The Wandering Modder  [author] Oct 19, 2024 @ 1:18pm 
I don't want one operation to cripple an empire. Civil wars are too OP
malthric Oct 19, 2024 @ 11:52am 
is there an operation or way to instigate civil wars in rival empires?
The Wandering Modder  [author] Sep 11, 2024 @ 5:24pm 
Added 2 Hijacking shipyards operations: builds a fleet equal to 5%/10% of the target's naval cap using their own resources. Naturally this operation is much more expensive as in the late game it can get crazy and also you can build ships with tech you don't even have,
paulo Sep 11, 2024 @ 12:38pm 
Hell yeah! :steamhappy:
The Wandering Modder  [author] Sep 11, 2024 @ 10:31am 
Bioweapons seems too similar to gas strike and terrorist attack but hijacking enemy ships have been added to the to do list.