Stellaris

Stellaris

Dangerous Crystalline Asteroids
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Update: 24 Apr, 2021 @ 10:05am

12th update;
-Completely rewritten and updated for Stellaris 3.0.
-Added a new edict, DCA Limiter, for the event you don't want to play with the mod at full capacity. Activating this prevents the Hivers from spreading between systems without the help of a Mobile Hive and prevents Offensive Hives from hunting down any existing denizens of the galaxy. Activating this again reverts the effect.
-Removed (most) of the aging/elite mechanics.
-Removed unused mechanics.
-Added in checks to prevent debug events from erroring out.
-Added in support for the mod to use modded planet types, both as valid spread targets and as valid attack targets. NOTE; mods like Wild Space, whereas systems are generated without a star, will be inherently incompatible.
-Cleaned up fleet/ship names.

-Rebalanced the Hiver strike craft component;
--Damage min increased by 1 but max decreased by 1.
--Evasion increased by 15%.
--Range reduced to essentially point-blank range.
--Increased count by 1.
--Decreased health by 40.
--ALL strike craft launch as fast as they can, rather than in groups of 2.

-Reworked how Hive spawning works;
--Spawning occurs every 2 years without fail rather than each year with a chance to fail.
--Removed the midgame/number dead until can spread limiter. Meaning, if someone happens to unleash them early you may need to use the new edict.
--Rather than a nearby system within 2 hyperlane jumps, spawning now occurs for any valid euclidean neighbor.
--Hivers can ignore the "recently defeated" cooldown timer for trying to spread to a system provided there are no other options available.
--Upon attempting to spread for the first time, a Hiver system will become "Infested", creating a nebula-like effect on the system that blocks sensors, boost Defense Platform damage and health, increases emergency FTL time, reducea disengagement chance to 0, and increases the Hivers' "Capacity" by 1.

-Reworked Mobile Hives;
--They now require at least 1 "Capacity" to spawn, and now definitely spawn at a random asteroid in the system.
--Flipped the roles of "Offensive" and "Defensive" Mobile Hives. Now, single fleets attack the galaxy at large while packs of 4 protect Hiver space.
--They're now spawned as part of a system's attempt to spread, meaning they can only be spawned if an infested system can't spawn hives in a new system.
--Edited the behavior of both Offensive and Defensive fleets. Both now attempt to help any nearby allied system under attack if one exists. Offensive fleets can no longer "retaliate" against an empire that was attacking any Hiver system or blocking their expansion, but will now gun to the nearest owned system if no one nearby needs assistance. Defensive fleets can no longer choose to actively defend Behemoths or choose to defend a system across the galaxy.
--Increased the amount of time before either Mobile Hive fleet will begin to move again after arriving at a destination.
--Mobile Hives no longer gain bonuses while in space storms/nebulae, as that's the point of Infested systems.
--Mobile Hives now have doubled the Hull and Armor, 50% more speed, but reduce their inherit damage multiplier by 2.
--Rather than unorganically spawning them in, Mobile Hives now actually have to move to an asteroid before they can spawn a stationary hive in a system. This no longer has a chance to fail, and they will keep trying to spawn sttionary hives as long as 1 asteroid in the system doesn't have one.
--Mobile Hives can now attack colonies. If there are any in the system they've arrived at, they'll move to it and periodically spawn up to 4 high damage, low health armies and deliver 2.5-5% devastation to the planet. Upon being captured or reaching 100% devastation, all pops and armies on the planet are killed and the colony destroyed.
--Mobile Hives will also seek out nearby colonies if any exist, reducing any chance of someone hiding on a planet in Hiver space dramatically.

-Reworked Crystalline Entity Infestation;
--If there exists a fleet with an Infested ship in it, the dying ship will join that fleet instead of creating a new one.
--Infested Fleets now always take on the behavior of Defensive Mobile Hives.
--Infested Nidii now act like a Mobile Hive, rather than just an infested station. Don't ask why it doesn't move across the system but is still somehow able to change systems. Also don't ask why it doesn't join a fleet with other Infested ships. I can't figure out either, but I kinda like it.

-Reworked story events;
--They're more or less the same, but most of them are lead by the Curators.
--You now get rewards for killing any sort of hive, provided you witness a Mobile Hive spawning.
---You MUST be friendly with the Curators to get any sort of reward, but being friends with the Trader enclaves increases the reward.

-Reworked Behemoths;
--They now take 8 "Capacity" to be able to spawn in, and spawn in similarly to regular Mobile Hives.
--Reduced their inherit damage multiplier by 3, increased their base speed by 50%, increased their weapon slots by 2.
--No longer do they spawn "space storms" upon entering a system.
--No longer do they attack planets like they used to. Rather, they do so like regular Mobile Hives albeit they can attack each planet at the same time and with stronger force.
--They are now able to spawn stationary hives in a system like regular Mobile Hives, albeit they can spawn a hive for each hiveless asteroid at the same time.
--Behemoths now spawn as an immobile "Newborn" with 1/3rd of their original innate stats and 1/6th of their weapon slots. After a decade, they'll turn into an immobile "Youth" with 2/3rds of their original innate stats and 1/2 of their weapon slots. After a second decade, they'll fully spawn in and become mobile.

-NOTABLE BUGS/MISSING FEATURES;
--Removed the Vengeance Strike mechanic, at least temporarily.
--A bunch of the story events are missing and/or don't trigger properly, especially ones for empires not friendly to the Curators.
--These will be worked on over time, but I figured you guys might appreciate being able to play the rest of the mod in the mean time.

Update: 31 Oct, 2020 @ 12:53pm

11th update:
-Removed the initial Hive Defender mobile hive, since the age system is in place.

Update: 31 Oct, 2020 @ 12:41pm

10th update:
-Updated to 2.8
-Hives now have a primitive aging system, gaining bonus stats every so often. This can occur up to 3 times, and at the 3rd time Immobile and regular Mobile Hives can evolve. This does not affect Infested Crystalline Entities.
-Added in the Den, the evolution for Immobile Hives. About as powerful as a Mobile Hive.
-Added in the Host, the evolution for Mobile Hives. About as powerful as a full raiding party or two.
-Behemoth aging does not have an evolution, but they uniquely gain some shields and shield regen each time they age to represent debris and unusable asteroids beginning to orbit them.
-The spread of the Hives can now be intentionally started earlier by killing any Hive.

Update: 17 Oct, 2020 @ 11:27am

9th update:
-This is a "mini" update, though only because the thing I had planned didn't work out. :(
-If the hives can't create more than 20% more hives they spawned last time, they will spawn 3 raiders (not raid fleets) even if they haven't been unlocked.
--New story event and some modifications for the previous.
--Had a weird bug where the raiders spawned from the last event wouldn't always evaluate and move once they arrive to their initial target. Please report that if it still occurs.
-All mobile hives now ignore combat.
-Massive nerf to the regenerative capabilities of mobile hives.
-Buff to the regenerative capabilities of immobile hives.
-Mobile hives should no longer leave a trail behind them when moving.
-Some changes to the buffs mobile hives get when going into systems with space storms or nebulae, mainly increase the weapon damage they deal by an additional 150%.

Update: 10 Oct, 2020 @ 9:36am

8th update:
-General fixes, cleanups, and changes to hopefully improve performance.
-Complete rewrite of the movement system, hopefully improves performance.
-Story events that require vision over a system now require High or Full intel on said system.
-Behemoths no longer have a cap on how many can spawn, but doubled the time between spawn attempts.
-Behemoths have an innate 50% movement speed bonus to counteract systems that slow ships down.
-Behemoths ignore combat and head to their target no matter what.
-Behemoths will spawn a short-lived space storm upon entering a system without one, as long as they also aren't in a nebula or are occupied by VLUUR.
-Mobile Hives of all kinds spawn from Asteroids instead of stars, Behemoths and some event exceptions not included.
-Maximum ships spawned during vengeance increased to 600(?).
-If a mobile hive isn't moving to the star in a target system, be careful.
-Increased the chance regular hives will spawn.
-Hive systems that are under attack cannot create a hive in a nearby system but can still create a hive in the same system.
-Rather than waiting until x years after midgame to spawn, mobile hives require a certain amount of regular hives to die first. This means that, while regular hives still cannot spread until some time after midgame, it is possible to make them mad enough to start their invasion early.
-Defensive Mobile Hives spawn a bit less.
-If a hive system tries to spawn an Offensive Mobile Hive Fleet but can't, instead try to spawn a Defensive Mobile Hive.
-Defensive Mobile Hives have a chance to decide to defend a Behemoth if one exists, though very rarely.
-Defensive Mobile Hives will rampage if there are no hive systems left, attacking systems randomly like OMHFs do. Alternatively, if a Behemoth exists, they have a large chance to decide to defend it.
-Mobile Hives of all kinds except Behemoths and Infested Crystalline Entities gain a massive boost to movement speed, hyperdrive windup/winddown, and a moderate boost to weapons damage when entering a system with a space storm or nebula.
-Offensive Mobile Hive Fleets and Behemoths have become semi-reactive to player actions; If an empire is attacking a hive system or potentially blocking off one of their expansion routes, they will attack said empire in force. Both will try to target systems meeting certain criteria, with Behemoths targeting colonies or starbases and OMHFs targeting megastructures or starbases. In the case the target has neither, deem them a non-threat and move randomly. Additionally, Behemoths are capable of destroying colonies and will apply a special modifier to the planet when that happens.
-Infested Crystalline Entities have a 50/50 chance to inherit OMHF or DMH behaviors.
-When the initial Hive Asteroids spawn and the "Exploratory Crystals" event triggers, the hives will gain a new defender in the form of an Elite Defensive Mobile Hive. This is a glimpse into the next update, but also helps to prevent someone from prematurely extinguishing the Hives.

Update: 2 Aug, 2020 @ 10:39am

7th update:
-Possibly fixed an error in the Vengeance event.
-Story events (ex. Exploratory Crystals) now require you to have medium vision or higher over a system where said event is taking place.

Update: 27 Jun, 2020 @ 5:30pm

6th update:
-Vengeance event should now work fine.
-Lowered maximum number of ships created by Vengeance from 1000 to 300.
-Adjusted spawning values of regular Hive ships created during vengeance to be more rare than Crystalline ships.
-Behemoths need a little bit more Hives to spawn.
-Fixed 'weakened hives' modifier to actually weaken the hives.
-Raiders are more likely to spawn immobile Hives.

Update: 26 Jun, 2020 @ 5:22pm

5th update:
-Vengeance has been temporarily disabled while I fix it. (Technically, it should still work, but the event that actually collects ships doesn't trigger for some reason, which thus never causes the vengeance strike to happen.)
-Hives spread more often, but at a lower chance.
-Changed the way creating new hives works to make it so that each system has the chance to do so, rather than a global chance for all hives.
-Rebound event only happens once again. (Crystals can resurrect themselves infinitely, but they notify you of this once.)
-Mobile Hives are more likely to spawn.
-Behemoths can't spawn during Vengeance. (Even though its disabled.)
-Hives cannot spread outside their starting system until 10 years after midgame.
-Defensive mobile hives cannot spawn until 20 years after midgame.
-Offensive mobile hives cannot spawn until 40 years after midgame.

Update: 21 Jun, 2020 @ 11:01pm

4th update:
-Crystalline Asteroids take over Crystalline Entities.
-"Rebound" event can now happen infinitely.
-If the "Rebound" event triggers at least once, the Crystalline Asteroids will prepare for a "vengeance strike" over a long period of time. It's recommended to kill them off or reduce them to almost nothing before this triggers, as it can cause galaxy-wide chaos. Only happens once.
-Reworked how story events work so that empires that didn't encounter the hives before they did interesting stuff can get them. Recommended starting new game or deal with these events reoccurring.

Update: 21 Jun, 2020 @ 3:18pm

3rd update:
-Fixed Behemoth Spawning event hopefully.
-Mobile Asteroids should travel through hyperspace almost instantly now. (Helps prevent errors for when one wants to spawn a regular hive.
-Behemoths and Mobile hives deal more damage.
-Behemoths and Mobile hives gain the same range modifier immobile hives get.
-Country hostility now triggers with cleanup events so it can deal with countries added in later in the game.