Stellaris

Stellaris

Dangerous Crystalline Asteroids
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Update: 23 Sep @ 3:04pm

Version bump, no changes to current content.

Update: 13 Sep @ 3:19am

Added a new thumbnail, essentially just a cleared up version of the event picture.

Update: 13 Sep @ 3:10am

20th update;

-I have decided to move this from a mini-crisis mod to a Space Fauna mod. It's a niche I don't see filled often and makes more thematic sense for me. Crisis-based features will return in another mod.


/// Mechanical details below, read at own risk ///
### Solar System Changes
-The Hiver system is forcefully spawned on game start, and will attempt to spawn away from populated areas.
-Removed various triggers that could cause vanilla Hiver events to occur.
--This includes giving them a new country type with minor adjustments.
-The Hivers will be active immediately, spawning at stage 3 of their 4-stage of their life cycle.
-Added random amounts of Volatile Motes and Rare Crystals as resources on the system's asteroids, to make it appealing to claim.
--The exact amount of each resource is different each game.

### Country Type Changes
-Removed the ability to disengage from battles.
-FTL inhibitors are ignored.
-They now scale at a rate of 1x the difficulty setting.
-Their home system is their origin system.
-Space Fauna belonging to the Hivers can age.
-Added a pre-contact fleet name for the Hivers.
-They are now considered space creatures in the faction module.

### Hiver Ship and Weapon Changes
-Hivers are now Fauna with 5 growth stages;
--Infested Meteoroids are fast, mobile units that serve as colonizers. While flimsy, they have good evasion and attempt to ignore combat.
---Infested Meteoroids are not meant to be captured by players.
--Nucleating Asteroids are the "youngest" of the Hives, barely colonized and able to defend itself.
--Diffusing Asteroids are the "juveniles" of the Hives, colonized but lacking a developed Corestarch.
--Crystallized Asteroids are the "adults" of the Hives, fully developed and able to defend their system.
--Burgeoning Asteroids are the "progenitors" of the Hives, slightly weaker than Crystallized but soon to spawn Meteoroids.

-Hiver Strikecraft are split into two and renamed into the Aggressor Fracturants and the Vanguard Fracturants.
--Aggressor Fracturants act the same as before. They have 23 units with 0.5 daily unit regen, fast launch time, 2-4 damage, 1.8 cooldown, 40 attack range, 300 engagement range, 80% accuracy, 20% tracking, 3 hull, 3 armor, 80% evasion, 720 speed, 50% armor penetration, and 50% shield penetration.
--Vanguard Fracturants act as Point-Defense strikecraft. They have 14 units with 0.25 daily unit regen, fast launch time, 6-9 damage, 1.8 cooldown, 40 attack range, 300 engagement range, 60% accuracy, 40% tracking, 12 hull, 12 armor, 65% evasion, 720 speed, 50% armor penetration, and 50% shield penetration.

-Hiver Asteroids gain a component called a Corestarch.
--This is mainly used as a basic sensor and reactor component.
--For Asteroids, it also acts as a basic decloaker.
--For Meteoroids, it also acts as a basic hyperdrive.

-Hivers are now designable and capturable, being able to be built as starbase defenses.
--This excludes Meteoroids; they are exclusive to wild Hivers.

### Necessary Overwrites
-Overwrote Scripted Triggers is_capturable_space_critter_country_type, has_encountered_any_fauna, and has_any_dna to include Hivers.

### Other
-Added a small First Contact chain for the Hivers, with up to 3 options for finishing it;
--Option A grants a modifier that moderately boosts strikecraft power.
--Option B requires the First Contact DLC, but gives a modifier that boosts cloaking strength and provides progress into the first cloaking tech.
--Option C requires you to be a Hive empire and have the Grand Archives DLC, but allows you to tame the Hivers and have a Meteoroid spawn in your territory.

Update: 26 Aug, 2023 @ 8:38am

19th update;
-Please type "event dangercrystal_debug.8" in the console or start a new game to have the least errors.

-Repeatable Evolutions have their effects multiplied by 4.
--Shield Regen Evolution is now double the strength of the Hull/Armor Regen Evolution instead of 10x.

-Crystalline Entity Evolution tree can now be unlocked if the Hivers manage to kill a ship with either Plating components.
--Also added support for modded Crystalline Entities to be converted, as long as they have a Plating component.

-Reduced the Interstellar speed penalty Converted Crystalline Entity fleets get to 66%, in exchange for getting a 33% sublight speed penalty.

-Fixed a bug where certain Crystalline Entity fleets wouldn't receive orders.
-Fixed a bug where Hivers weren't able to decloak.
-Changed the model of Converted Crystalline Entity Hiver Strikecraft.
-Fixed Evolution Rate to be actually used.
-Fixed a bug with certain variables related to Rifts not properly changing sometimes.

-The final tier of mainline Crystalline Entity Evolutions automatically converts/creates a Nidus.
--Converted Nidii also start spawning Crystalline Entity fleets every 16 months.

-The Hivers now gain Evolution Points for doing certain actions;
--Converting Crystalline Entities grants 2/4/6/100 Points for Small/Medium/Large/Nidii Crystalline Entities.
--Every 5 fully destroyed ships grants 1.
--Infesting a system grants 30.

-Added in 4 new Evolutions that grant a large hull boost for the various ships.

-Reduced the base Awakening Year to 60.
-Reduced the amount of Infested systems needed to unlock a new Rift to 6.

-Converted Crystalline Entity fleets will now prioritize creating Hives if they can.

-Converted Crystalline Entity fleets will now refuse to leave systems with a colony in it. Instead, they will start bombarding.
--Every time they arrive/would try to move, they will deal 30 devastation multiplied by the planet's bombardment damage reduction.
--Above 20 devastation, a random building or district may become ruined. The chance is 10%.
--Above 50 devastation, between 1 and 5 pops will be killed as well. Building/district destruction chance is increased to 20%.
--Above 75 devastation, this increases to between 5 and 10. Building/district destruction chance is increased to 30%.
--Above 90 devastation, this increases to between 10 and 20 pops and a random building AND district is guaranteed to be ruined.
--Each time a district is destroyed, a blocker is created that locks a slot and reduces maximum habitability by 5%.
--If the colony is destroyed, next time a CE fleet in orbit tries to leave it will create a blocker that reduces districts by 3, reduces max habitability by 25%, and reduces colonization time by 50%.
---They also get 60 evolution points, increased to 90 if it's a ringworld or reduced to 30 if it's a habitat or not fully colonized.
--Each pop killed grants 1 evolution point.
--If they're in orbit of a habitable planet with no colony, they'll still create the blocker and get 15 Evolution Points.

Update: 22 Aug, 2023 @ 7:28pm

18th update;
-Trying to fix new thumbnail

Update: 22 Aug, 2023 @ 7:05pm

17th update;
-Added alternative description for the Host notification if the Hivers manage to wake themselves up.

-Hivers will now get strong debuffs when in a system with an FTL Inhibitor. Does not apply if the Inhibitor is planetside.

-The Hivers may now Evolve every 5 years after spawning. This requires a new save or using the console to cause the event "dangercrystal_evolution.1" WHILE playing as the Hivers.
--Added in most of the Crystalline Entity evolutions.
---These require the Hivers to have killed at least 1 Crystalline Entity.
--Added in several evolutions that provide massive stat boosts.
--Added in a costly and rare evolution that nullifies the negative effects of being in a system with an FTL Inhibitor.
--Added in several evolutions that deal with preventing the negative effects of being in various space storms and hostile stars, with the final stage of these evolutions providing bonuses for being near "hostile" stars.
--If for one reason or another the Hivers cannot obtain any normal evolution, they may choose instead to get various repeatable evolutions that provide miniscule stat boosts.

Update: 19 Aug, 2023 @ 9:37am

16th update;
-Fixed the possibility of deposit spawning and the startup events for vanilla Hiver events being activated when scanning a certain type of asteroid, potentially causing mod or later-content conflicts.

Update: 19 Aug, 2023 @ 9:08am

15th update (Full Rework);
-Hosts get a configuration menu to edit various stats about the crisis.
--Please note, Evolution is available in the options but NOT implemented yet.
--You can now force-spawn the Hiver system, as well.

-If you're near the Hiver system, the Curators will try to speak to you about it.
--If you don't have contact with them yet, they'll try to speak to you shortly after first contact.
--Does not apply to hostile or homicidal empires.

-Mining an asteroid in the Hiver system will spawn extra deposits in the other asteroids.
--2 Rare Crystals are guaranteed to be harvestable.

-Hives now have 20k hull and armor, full armor hardening, and very small hull and armor regen.
--Strikecraft are not too far off from their base version, mainly gaining speed, regen, firing rate, and range.
--These changes put each Hive roughly on-par with an auto-completed Titan.
--This is much weaker than previous iterations of the mod, but I feel these stats are much more reasonable.

-If it's enabled, the Hivers can wake themselves up.
--The date is adjustable in the config menu.
--The Host will be "blamed" for waking them up if this happens.

-Hives are spawned in a system every year, as long as space is available.
--Deposits are taken into account, providing buffs for the resulting Hive.
---Only vanilla deposits and resources, for now.
--If there is not space available, the system will be Infested and cause a space storm.
---Hivers are immune to this storm, and get buffed by it instead.

-For their first and every 10th system they Infest, they can open a Subspace Rift in a random system.
--This prioritizes unoccupied systems with asteroids or occupied systems with lots of unoccupied asteroids.
--Otherwise they will target random systems.
--Rifts last for 4 years, and every 2 years they will attempt to spawn something;
---They will prioritize spawning new Hives if possible.
---Otherwise, they will try to spawn a Space Storm different from the ones created in Infested systems.
----Hivers are also immune to this storm.
--The amount of Rifts caps out at 8.

Update: 9 May, 2021 @ 7:27am

14th update;
-Stationary Hives now properly regenerate health.
-Increased the range of Hiver Strike Craft to 10, as any lower seemed to be causing problems.
--Also increased their max damage by 1.
--Also reduced their cooldown to 1.25 seconds.
-Some small updates to localisation and story events.

Update: 24 Apr, 2021 @ 11:35am

13th update:
-Sorry about the quick mini update, a couple changes I forgot got left out.
-Doubled the weapon slots on regular Mobile Hives.
-Halved the innate armor and hull repair rate on all Mobile Hives.