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and Cheemie, thank you too for pointing this out, I added it to the recommended setting section.
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.
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.
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
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?
effect event_target:f93_ralis_planet = { set_owner = event_target:f93_ralis_country }
this should reset the ralis planet and enable you to progress
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?
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
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 :)
effect event_target:f93_community_ralis_admin_country= { destroy_country = yes }
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
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.
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.
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.
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.
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.
@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.
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.
thanks everyone for being patient in these trying times.
@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.
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.
But is it intentional that the f93_galactic_crossing_planet modifier is not applied to home systems that have dandelion_relay?