Stellaris

Stellaris

Diplomacy and espionage
74 kommentarer
The Wandering Modder  [ophavsmand] 30. juni kl. 20:40 
Yes I forgot to update the version but it should be safe
Vortek Gamer 30. juni kl. 20:37 
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 11. juni kl. 16:35 
@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 2. juni kl. 7:03 
@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  [ophavsmand] 1. juni kl. 20:54 
I have few current projects so you can help expand the mod if you want one.
alankraskow 1. juni kl. 20:50 
@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  [ophavsmand] 1. juni kl. 20:43 
Honestly this mod is one of my more popular mods but I never liked it personally.
alankraskow 1. juni kl. 20:35 
@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  [ophavsmand] 1. juni kl. 19:12 
Will work on this mod now. Expect update within 24 hours
EchoCT 1. juni kl. 11:01 
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  [ophavsmand] 10. maj kl. 9:01 
Obviously 4.0 broke all mods
Perambulante in tenebr 10. maj kl. 7:22 
null event
Perambulante in tenebr 10. maj kl. 7:22 
event bug all time
The Wandering Modder  [ophavsmand] 6. maj kl. 11:46 
Yes but 4.0 is barely not crashing for me rn
Zeizei Pumpum 6. maj kl. 10:23 
so u have plans for a 4.0 update?
WRXKiller-GM 11. apr. kl. 2:45 
aw why is that is there something else like another mod that is more prioritized over this right now?
The Wandering Modder  [ophavsmand] 11. apr. kl. 0:55 
Probably but it's low priority
WRXKiller-GM 11. apr. kl. 0:53 
So is this mod going to get a major update rework with its buildings and other parts when 4.0 releases?
Permy134 25. mar. kl. 19:48 
hijack big fleets doesnt seem to work. it just canclels it after a while with no prompts. hijack small fleets works fine tho
UndeadGamePlayer 13. jan. kl. 17:33 
Thank you for this again btw
Hivelord 1. jan. kl. 1:40 
@The wandering modder can you make the riot espionage operation able to target a specific planet,
The Wandering Modder  [ophavsmand] 28. dec. 2024 kl. 13:57 
Safe
QuadCarnage 28. dec. 2024 kl. 13:30 
Safe to use on 3.14 or needs update?

Your mod looks awesome BTW, cant wait to try.
The Wandering Modder  [ophavsmand] 11. dec. 2024 kl. 1:17 
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 11. dec. 2024 kl. 1:13 
Always fail the terrorist attacks is there something I'm doing wrong or is it that hard?
Ruthmyr 5. dec. 2024 kl. 0:33 
tried hijacking a fleet and it didn't work, am I supposed to only have this mod enabled in my presets?
Subset_ 26. nov. 2024 kl. 9:25 
Is it compatible with existing saves?
Anton Rabe 24. nov. 2024 kl. 2:50 
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  [ophavsmand] 23. nov. 2024 kl. 13:34 
It's just a better science ship with no limit other than the civic. The buffs and debuffs don't stack though.
MightyShark 23. nov. 2024 kl. 13:30 
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  [ophavsmand] 22. nov. 2024 kl. 16:30 
immigration center and propaganda center have been changed to 1 per empire and had their stats nerfed.
The Wandering Modder  [ophavsmand] 22. nov. 2024 kl. 16:26 
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 22. nov. 2024 kl. 16:07 
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 21. nov. 2024 kl. 11:39 
Or make a doc and list it on here somewhere.
UndeadGamePlayer 21. nov. 2024 kl. 11:39 
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 19. nov. 2024 kl. 13:35 
Thanks you! Is just what i was looking for! Your new operations is just soooo mmmm
Tasty! Thansks you!
UndeadGamePlayer 14. nov. 2024 kl. 16:59 
thank you
The Wandering Modder  [ophavsmand] 14. nov. 2024 kl. 14:34 
Yes
UndeadGamePlayer 14. nov. 2024 kl. 12:18 
Can I add this partway through a playthrough?
The Wandering Modder  [ophavsmand] 13. nov. 2024 kl. 2:30 
should not need one. I don't update mods just to fix the warning icon in the launcher that means nothing.
Rogueone 12. nov. 2024 kl. 11:10 
Update?
Lexi 1. nov. 2024 kl. 16:07 
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 1. nov. 2024 kl. 14:44 
Does spread propaganda convert their pops to my ethics? that's kinda what i want to be able to do.
FlorestNerd 24. okt. 2024 kl. 9:40 
hey, could you do a simple list of whats new?
Overlord 20. okt. 2024 kl. 8:03 
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  [ophavsmand] 19. okt. 2024 kl. 13:18 
I don't want one operation to cripple an empire. Civil wars are too OP
malthric 19. okt. 2024 kl. 11:52 
is there an operation or way to instigate civil wars in rival empires?
The Wandering Modder  [ophavsmand] 11. sep. 2024 kl. 17:24 
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 11. sep. 2024 kl. 12:38 
Hell yeah! :steamhappy:
The Wandering Modder  [ophavsmand] 11. sep. 2024 kl. 10:31 
Bioweapons seems too similar to gas strike and terrorist attack but hijacking enemy ships have been added to the to do list.