Stellaris

Stellaris

Shrouded Regions
763 Comments
RezinQui 12 hours ago 
Thanks for the content
Flemmi  [author] Aug 19 @ 1:54am 
Thank you Sebaty5 for bringing up the issue with 25x fleet amounts, I changed it to now 5 different ship stats and get 1/5th of the crisis modifier, resulting in (mathematically) 25 times stronger fleets.
and Cheemie, thank you too for pointing this out, I added it to the recommended setting section.
cheemie Aug 19 @ 1:36am 
I think you should add a recommended year for midgame year start and hint that the Ralis has the crisis engine on their home star. I didn't know that Ralis could blow up the entire galaxy, so I took my sweet time to build up techs and fleets, then immediately got blown up when I was recapturing the galaxy for the GC.
Sebaty5 Aug 19 @ 1:26am 
You could use a power scale to just multiply the ship stats by crisis strength. And the reason why the vanilla crisis does not follow that trend might be because it is having such an impact on performance. Generally having stronger ships is also a lot more powerful then having more.

When running mods like ACOT or any other mod that expands the endgame and raises the power ceiling you need to run on x25 crisis or you will simply not have any challenge.
Flemmi  [author] Aug 19 @ 12:58am 
i guess i could fix that, and just give it a buff instead of more ships.
Flemmi  [author] Aug 19 @ 12:58am 
Just so you know, the Ralis Crisis is not weak by design, and putting it on 25x strength just means it has 25 as many ships. I honestly dont know why the vanilla crisis dont seem to follow this trend.
Sebaty5 Aug 19 @ 12:38am 
Max Stars, 17 empires, x25 Crisis, Grand Admiral, each fleet had about 40 Cruisers, 60, Destroyers and 100-150 corvettes. Totaling about 40k-60k fleet power.

Sadly I deleted that save so I can not test the event command. I did however try deleting the fleets and eventually crashed too. I did not get around to kill all the fleets.
Flemmi  [author] Aug 19 @ 12:15am 
i accidentilly deleted your comment, it was a missclick. sorry

My recent changes to how fleets are spawned should made it so that doesnt happen. Can you list your game settings like, how many stars, empires, crisis strength? It might be that that many ships crash the game.

but my recent changes might made it so all the tiny fleets that got spawned before the update get buffed into the stratosphere. try to open the console and type

event f93_galactic_crossing.99

its a debug event, then delete all of ralis's fleets
Flemmi  [author] Aug 18 @ 7:16am 
crashing when entering their systems is not by my design. I cannot say what it is, maybe try repairing your game files in steam. When you enter their system it triggers one event but it is just flavor and shouldnt crash it.
Sebaty5 Aug 18 @ 6:52am 
Speaking of crisis. Entering any of their systems crashes the game for me. I had a precursor system spawn in connecting my and their clusters.

I am not entirely sure how you are supposed to fight them but since they are building an aesopheric engine I feel like you should be able to get into their systems?
Flemmi  [author] Aug 17 @ 6:15am 
@Dr.Vaфе!ь i might one day work that case in, but since the crisis can simply end your game, not being told could lead to a game over out of nowhere
Flemmi  [author] Aug 17 @ 6:14am 
To the many people who complain about fleet spam and such, I fixed it. in the normal difficulty ralis should no longer spam fleets. If it is too easy, increasing the crisis strength does directly make ralis fleets larger, ingame the mod menu (under edicts) can be used to increase or reduce the difficulty as well.
Dr.Vaфе!ь Aug 14 @ 5:26am 
My empire is not part of galactic community (GC), even better, it's 200% isolated and my contact list is empty, yet I get mod's GC events and I have to react to some events as if I knew any other empire or was in GC
x Aer Aug 14 @ 5:21am 
Literally Warp
Flemmi  [author] Aug 14 @ 4:58am 
@Balmug if you invade the planet before the Crisis War, it softlocks. You can fix that by entering into the console this

effect event_target:f93_ralis_planet = { set_owner = event_target:f93_ralis_country }

this should reset the ralis planet and enable you to progress
Balmung Aug 13 @ 1:58pm 
Oh, whoops, I think I might also have softlocked the Ralis event chain by wiping their fleets and occupying their home world before they could actually do much of anything.
YourLittleAngel Aug 12 @ 12:59pm 
does this mod cause any issues along side ACOT?
delirium Aug 12 @ 5:34am 
I love the concept but Ralis needs a rework - they keep spawning ships, seemingly from nowhere. I've taken their homeworld system and they are still going... just popping up all over the place. It's like they don't even need planets to function, they just need systems. To be honest, it feels like a grind... which I don't think you're aiming for!

I'm also not a fan that they take systems without needing to land on the planet, so once your system is taken, that's it. Planet gone to them. And then the system (and planet) ends up in the hands of whichever empire retakes it just by flying a ship into it. I don't necessarily mind my borders being redrawn but the lack of invasion completely misses key Stellaris functionality.

It would be good to have more story telling and some instructions for killing them. I currently have no idea and it's nearly 2400. I assume you have to destroy them from every system to stop the ships spawning?
Flemmi  [author] Aug 12 @ 3:23am 
With story, it could be an issue. As the ai spams too many fleets at the moment.
Flemmi  [author] Aug 12 @ 3:22am 
If you turn the story off the impact is non existant. Jusg click through the mod menu on game start.
A crazy courier Aug 12 @ 12:29am 
Hi just wanted to ask how heavy is this on performance? wanted to try it but im on a potato laptop and it might exploded
Alex Aug 11 @ 9:57pm 
I came across a crash related to this mod - on the day of declaring Ralis as a crisis by the community the game kept crashing.
For some reason in my game Ralis kept spamming huge number of low power fleets - after taking them over by play command and removing fleets the above mentioned event fired up normally without a crash.

RTX 4070 ti super
Ryzen 7 7800X3D
Flemmi  [author] Aug 9 @ 5:01pm 
attacking ralis before the war can lead to softlocks, idk if you did that? If you destroy all of ralis, it should also be over, but I will take this feedback and hopefully soon be able to adjust these softlock issues.
White Hunter Aug 9 @ 4:51pm 
I don't know, maybe this topic has already been addressed, but I literally today encountered such a problem as "Inability to stop the ether-phase structure".
In previous games, I did not have a colossus and therefore simply captured the ralis with an army and won with the subsequent destruction of the ether-phase structure.

But if you destroy the capital of the ralis with the help of a colossus that simply splits the planet into pieces, then a window simply appears that the sanctuary is finished, but the structure continues to be built.

I was standing in its system and did not understand what to do, just counting the days until the end of construction and fighting off its ever-arriving fleets. I would like to know what the reason is. Is it necessary to capture the planet with armies to destroy the structure or did I just catch a bug?
P.S.
I typed the text through Google translator, I hope at least half is readable :)
Flemmi  [author] Aug 8 @ 3:18am 
@shiftynoob7 i am glad you like the mod idea, i urge you to look at the menu if you have difficulties, a lot of features can be turned off, if they are a problem for some reason or another.
ShiftyNoob7 Aug 8 @ 2:42am 
This looks awesome, well done chaps. I haven't felt the urge to play much on 4.0 yet, but I feel the need to try this!
Mechabanium Aug 6 @ 2:06pm 
Alright, thanks for getting back to me on that!
Flemmi  [author] Aug 6 @ 5:54am 
@Mechabanium, sadly a 3.14 version of this mod is currently impossible. we use a feature that was only introduced in 4.0, i have had plans to make a 3.14 version, but there was no demand. i might be able to get around to it in the 2nd august half. tho, no promises. I already put a lot on my plate in that timeframe.
Mechabanium Aug 5 @ 10:03am 
Is there a 3.14 version for this mod?
Flemmi  [author] Aug 5 @ 4:37am 
The Administration should fail and desolve shortly. If that fails and you want, you can send me your savegame and i can see about debugging it in a future update. but if it doesnt work i you can use
effect event_target:f93_community_ralis_admin_country= { destroy_country = yes }
Aphyxia Aug 4 @ 2:21pm 
Galactic administration spawned even though the resolution was not passed. They have no planets, can't declare war on them and I can just right click attack them but their star bases do not convert or get destroyed. Can't declare war because none of the casus belli are valid. How to proceed with taking their territory?
camilo_septimo♡ Jul 30 @ 9:14pm 
I agree with the crisis rebalance, at large galaxy with 3 fallen empires ralis was spawning 20k fleets every 30 seconds or so

my game pretty much ended after they steamrolled the galaxy

i cheated an invincible fleet to try and salvage it but its been years and theres no follow up to the senate resolution and the sanctuary of ralis is spawning fleets literally every 5 seconds or so
FunnelVortex Jul 27 @ 9:45pm 
@Flemmi I would but it's an ironman save :c
thegreatpl Jul 27 @ 6:30am 
Crisis definately needs a rework/balance. Playing a game with over 75% of the Galaxy under the shroud. Other mods are gigastructures and Darkspace. And Ralis has at least 5 MILLION ship power (2.5m in Sanctuary, 1.3m Raiders chilling in one system for some reason, and at least 2 million running around the bits of the galaxy they are taking over). And my crisis difficulty for the mod is on default (not sure what my scaling is honestly). That's definately not midgame crisis levels. And if you are not checking for Gigastructures being present, that's pretty much unbeatable.

My game doesn't have any fallen empires, so the crossing seems to consist of 1 single system. Or at least, not found any others. Taking a peek at your code, you do have it set to a random system in that case, so randomly decided on neighbours. Midgame was 150. You are using years_passed instead of mid_game_years_passed when scaling. Shrouded systems should nerf the scaling from a gameplay perspective.
Flemmi  [author] Jul 27 @ 12:10am 
@funnelVortex, this is a known issue, there is a chance its not directly but indirectly caused by our mod. the removal of some hyperlanes can make other events crash the game, thos i have no idea which. Usually its a fleet trying to perfrom some action, removing the offending fleet can save the save game. if you want to try that.
the debug event is opened by tpying this into the console
event f93_galactic_crossing.99
if you want you can give me the save game, i worked in my debug process and a savegame that crashed on the same date every time could give me some good information.
FunnelVortex Jul 26 @ 6:42pm 
My game keeps crashing at the same date.
bfel001 Jul 25 @ 2:06pm 
While the fleetspam is definitely overtuned, the real issue is that it combines with the time limit of the Aetherophasic Engine.
If you're looking for suggestions for change, I would say keep the Aetherophasic Engine and the Galactic Community stuff, but instead of spamming fleets turn it into a Turtle type faction itself.
Instead of having it pick a fight with everyone make it so everyone has to charge in to pick a fight with it to survive.
That should keep it from just overrunning everything and could fit the theme as well.
Plus there's not really any crisis in Vanilla that just sits in the corner and makes you come to it.
Give it high powered Citadels and maybe even work in the new constructible megastructure citadel thing.
Just make their space something you have to either slog through or circumvent in some way.
Flemmi  [author] Jul 25 @ 12:16pm 
this is great feedback. i intended to change the crisis already, since the fleetspam is a challange but not really an interesting one. so i hope i can come up with something better soon
bfel001 Jul 25 @ 12:03pm 
So what I've seen in the few games I played with this mod is that it quickly devours most of the galaxy with it's starting strength, and since it actually TAKES systems, this just lets it snowball harder while I'm in the corner desperately trying to hit a level that can turn the tide.
With other crises you can often turtle up and get some breathing room while the AI acts as speedbumps, but here it only seems to feed the problem.
So you start compltely unable to fight it, then by the time you CAN fight at that level, you can't fight it anymore because it's gotten stronger, and if you wait too long the game just ends.
My last game I managed to jump a 50k fleet in to the Rallis system and ALMOST take out the Engine, but by the time I put a second fleet together for another assault, I got poofed from existence.
bfel001 Jul 25 @ 12:03pm 
I did call it "practically" unbeatable. I THINK I could manage in the most ideal circumstances, and intentionally using the most overpowered methods and such I know of.
You mentioned it scaled depending on certain factors, I was curious if it obeyed the "mid game crisis time" setting of vanilla, and noted that could be part of my issue, as I tend to put that a hundred years early.
The main issue I see with it isn't even whether PLAYERS can beat it, but the fact that the AI absolutely stands no chance against it.
I've seen AI do decent against the Khan and even survive the Katzen, but this just steamrolls the entire galaxy by the time I can even begin matching fleet power with it.
Flemmi  [author] Jul 25 @ 6:55am 
@Helaheim, i think so yes. If not, let me know what breaks and i can see about fixing it on our end. MAYBE

@bfei001 i am sorry ot hear that. It does scale with the following factors: Number of Empires, Number of Stars in the shrouded region, Time that has passed, Crisis Strength Scale. Its meant to be hard, if easy is still to difficult. i can scale it down further, as that difficulty setting is meant to be beatbale for all players. I did make their engine progression very fast. I have little experience with the player experience of this mod. so this feedback is greatly appreciated.
bfel001 Jul 25 @ 6:48am 
So this has some really cool ideas...but the crisis is both guaranteed and practically unbeatable. It just eats the rest of the galaxy with zero pushback and there's no sane way to scale up fast enough to deal with them, and you can't turtle up and wait it out because they make the Aetherophasic Engine and instawin. And this is after putting it on "easy"
Hmm...does it obey the crisis settings? I tend to set the mid and end game forward 50-100 years, is that screwing me over? I can easily deal with the Khan and even Gigastructure's Katzen, but this has proven too much for me.
Helaheim Jul 24 @ 7:19pm 
Is this mod compatible with the Real Space mod?
Flemmi  [author] Jul 21 @ 10:20am 
for a few days, we had a bug where the crisis would not progress, this bug is now resolved, in large parts to the many bug reports we got about it.
thanks everyone for being patient in these trying times.
Flemmi  [author] Jul 19 @ 7:27pm 
@MlodyTheisson The Crisis war should start shortly, like a year or less, after the resolution in the Galactic Community.


@easy8ight Not being able to travel to ralis is a strange bug, open the console and type

effect set_global_flag = f93_shroud_gate_active

unless you play a mod that turns you into a fallen empire, Those have other limitations.


@Cross Dimentional Joke, I turned that off again, i used that for a bit, but only because it fixed some other issue.
Easy8ight Jul 19 @ 8:50am 
How do I travel to the Sanctuary of Ralis to attack their main base? My fleets cannot go through the portals at the moment.
MlodyTheisson Jul 19 @ 7:09am 
i have question, when crisis actually start when mid game started there was community solution with war plan and after that nothing happened. Now i am 100 yeras after mid game started, so its normal?
Cross Dimensional Joke Jul 16 @ 2:35pm 
Ohh I assume you set up some event or something during mod setup using the midgame date, so if I change it later on it won't actually change when it happens?
Flemmi  [author] Jul 16 @ 8:02am 
@fazy yes. that is intentional.
that special systems get bulldized by the empty system thing is known. you can turn the empty systems off, a big issue is that if we take specia lsystems into concideration, some galaxy may have a single empty system, many wont have any. there are just too many.
lazy_ssol Jul 16 @ 7:38am 
I know that function, but I want to use the dandelion_relay system, but I'm sad that even special star systems are disappearing.

But is it intentional that the f93_galactic_crossing_planet modifier is not applied to home systems that have dandelion_relay?