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The main problem is that mod updates are not optional. Everyone would get the update immediately when restarting the game. And with this latest update monsters from an existing save game might become even more powerful than they were meant to be; a Crystal Core with double the amount of hitpoints (I came across one with 200k fleet power during testing), a crystal fleet that's suddenly three times as strong as it was when you last exited the game, etc. Some people might also prefer to be attacked by monsters while not having a lot of fleet power.
The older versions of Monster Waves should still function as designed.
Host based settings for the Game and ISBS Compatibility since the Monster Waves 2 policies vanish as soon as isbs is active. Could you have a look at it?
A thought in that regard, perhaps if you laeave the space cows alone in a system eventually they spawn a wraith right there, kinda give the player a reason not to let them congregate and instead thin the herd down periodically.
@✶ ΔŁǤØŁ ✶ NSC mod does indeed offer a space monsters shipset.
I would like to point out that this mod was developed as a companion mod for Novio Magnum in which even research and mining stations are powerful enough to defend against the normal monster fleets in the late game. When this mod is used without another mod to improve the stations I imagine it would indeed be hard.
Right now they are like Guerilla Fighters, which get really really annoying and are strong early on.
Non-moving and then acting as a big Invasion would be much better!
But i think the Spawns are much too often, although i have enable 100 Years...
It just gets annoying after some Time and the AI gets wrecked sometimes.
I really appreciate this mod alot, honestly all 4x games need a dynamic and constant threat like this to keep things interesting.
However I had to turn off the pirates mod because they quickly start to kill the curators/artisans etc before you get a chance to respond or build enough defense stations in curator systems.
Im guessing that this mod may have the same problem, once the leviathans start to appear.
how does this play out with novio magnum?
is there a way to protect the curators/artisans/traders or should I disable monstrosities until I have them protected?