Stellaris

Stellaris

Crisis Manager - End-Game Edition [Unofficial]
134 kommentarer
FirePrince 26 jul, 2021 @ 17:11 
End-Game Edition (3.0) released (finally)!
@Skill not found: no, but sounds very interesting (maybe I'll do something like that).
Skill not found 16 jul, 2021 @ 6:21 
Is it possible to end the player bias for the crisis with the mod? So the crisis is attacking all nations equally and spawns random at the galaxy and not always near the player?
FirePrince 9 jun, 2021 @ 8:54 
As TehFishey gives me a go if he comes not back soon, I'll up this this days.
...
for sure.
Dustreaper 9 jun, 2021 @ 8:44 
I am so hoping for a update
FirePrince 19 maj, 2021 @ 3:59 
MidGame edition is updated, if you put this actual version below, parts of the others could maybe work too: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2491573516
I guess I need to update the whole pack...
Goblin Conscript 10 maj, 2021 @ 13:01 
Please update this to work with the new 3.0 version of Dynamic Mod Manager
Arctic 6 maj, 2021 @ 10:23 
I'm not certain if it's a problem with this mod or the mod menu but in 3.0.X there's a problem with either the crisis managers or their dependencies. Once again we're stuck without a crisis manager. Unfortunate.

I will post this across the rest of the unofficial crisis manager mods in hopes of illiciting a response from the creator.
Ahsoka Tano 1 maj, 2021 @ 3:49 
so what about the fact that the mod menu for this doesn't show up with the new updated DMM menu, it shows up in the beginning, but I just CAN NOT get it to pull up again, which makes managing the crisis nigh impossible after exiting the initial menu
Nuts out for Peanut 27 apr, 2021 @ 21:02 
I have located the issue. Paradox updated the syntax "random_planet" to "random_galaxy_planet". Once you replace "random_planet" with "random_galaxy_planet" in z_Cmt111_TriggerEvent_scripted_effects.txt this mod should work correctly. You can fix that yourself before the author makes update.
Nuts out for Peanut 27 apr, 2021 @ 20:26 
Confirm that this mod cause Contngency not spawning planets. I manually triggered the event with/without this mod. When crisis manager is on contingency will not spawn planets and just stuck there.
Vilosa 23 apr, 2021 @ 19:21 
3.0 - Contingency not working. they didn't make any planet
Goblin Conscript 18 apr, 2021 @ 18:55 
This still works with 3.0 from my experiences
Watchman 17 apr, 2021 @ 14:29 
Just really curious, is your "Unofficial Crisis Manager Mod" going to be updated to 3.0? Just to know what to expect
TheWanderer78.4 30 mar, 2021 @ 17:06 
does this allow you to choose what it would be? so lets say i want the robot one, can i make sure the others dont spawn and the robot one does?
dehakin 24 feb, 2021 @ 15:03 
Hey this is a great mod!! I'd love to go over it and translate/localize it in English, if you're interested. I also speak Spanish (non-native but fluent) and I could give it my best shot :) I don't have any experience with modding but I'd love to help anyways. Shoot me a DM whenever!
Taylor Moon 23 feb, 2021 @ 13:41 
update please
Deviant 23 feb, 2021 @ 10:54 
Version 2.8.1 - the mod works.
Seven Seas 13 feb, 2021 @ 10:24 
Sad to see this mod abandoned, was one of the best crisis manager.
私のmiku 2 feb, 2021 @ 1:16 
We need 2.8.*
Lesandrya 19 jan, 2021 @ 0:54 
still "works"
by which i mean, it at least doesn't crash your game or anything. kinda seems like the end game crisis will just not happen at all though. i'll play for a couple more decades, maybe a century (so, until 2600 - 2700) and report back if anything interesting happens.
kojak 12 jan, 2021 @ 20:14 
abandoned again :(
Argus von Stein 1 dec, 2020 @ 17:03 
Update, please!
mscomies 10 nov, 2020 @ 15:32 
Is this still being supported, or is it abandoned like the original crisis manager series?
Aegis 2 nov, 2020 @ 18:29 
I second ZOFE. I think it should have a patch for ZOFE, SOFE, and EHOF.
QIYE 31 okt, 2020 @ 10:13 
any updates for 2.8 pls
Watchman 31 aug, 2020 @ 12:57 
Creator of this mod, you are perfect!

But please, can you create compability patch for ZOFE (Zenith of the Fallen Empires), someday in future?
Because the crisis appears as unknown empire, without any chains of events. It is because ZOFE has some problems with new empires that appeared after you ascended. But I think it can be fixed on your side, because default ZOFE (without that crisis manager) does not affect crisises
Lady Lucina 17 aug, 2020 @ 9:27 
Stupid question, but would it be possible to add a mode where the crises get triggered again and again in set intervals and increase their strength every time? It would be quite an interesting game mode if the first crisis already arrived after say 50 years but with reduced strength and then every 50 years another crisis (ideally randomly selected to have some variety) returned and each time it'd get its strength setting increased. Basically you'd be constantly at war with the crises!
Watchman 16 aug, 2020 @ 6:20 
Compability patch for Zenith of Fallen Empires, please?

Like, chains of events are not appearing
Kim Jong Number Un 4 aug, 2020 @ 23:42 
I fixed the issue by using console commands to change the world back to machine world (pc_ai) and then switching to contingency and taking control of the planet with the "own" command.
Kim Jong Number Un 4 aug, 2020 @ 23:25 
In my game the aberrant destroyed a contingency machine world and now I can no longer destroy the contingency.
That One Strange Fellow 15 jul, 2020 @ 2:49 
I've created a compatibility patch between this mod and my own mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2166761662
Watchman 1 jul, 2020 @ 2:14 
@TehFishey

Yeah, it seems that your mod overwrites something from "Zenith of the Fallen Empires". Please, investigate this in future?
Watchman 30 jun, 2020 @ 12:27 
It seems that using this mod with Zenith of the Fallen Empires makes end game crisis appear without events or notifications.

Maybe it is because of the problem with ZOFE itself, there is unfixable issue, that it is not possible to establish coomunications with empires after you become Ascended empire. And, well, unbidden appeared without notices (for me) and with question mark (unknown). Fixed by using "communications" cheat, but still...
Artig0 26 jun, 2020 @ 9:53 
@holyjay ive played through 3 games so far with the Crisis manager and it seems to multiply on top of the crisis strength. So if you set it 25x and then for example you increase the Prethoryn fleet amounts to 2x - they will spawn with 2x the amount of fleets and also be 25x stronger. Laggy, but you can actually have a challenge with maxed out tech empires.
holyjay 19 jun, 2020 @ 19:18 
How does this mod interact with the crisis strength modifier when starting a game?
nordstern 14 jun, 2020 @ 11:34 
I use your mod and have issues with the unbidden. They spawned and crushed the Guardians of Knowledge and than by moving direct to them and than to nothing.
The Fallen Empire was crushed but the FE existed and after i "destroyed" the unbidden in a former System of the FE the System wents back to the FE and the unbidden attacked them massive again.
DerigarsChairman 10 jun, 2020 @ 6:20 
what is the event that triggers the crisis manaager?
铁咩 6 jun, 2020 @ 17:23 
Good work!
Thank you very much for updating this module !
Darh 6 jun, 2020 @ 11:05 
the Mod is very good ... it is the only problem are the additional Mod shits that must be added
quail 4 jun, 2020 @ 8:25 
if I trigger all 3 crisis at once are there going to be game-breaking bugs? how do they interact with ecah other? kill each other?
TehFishey  [skapare] 3 jun, 2020 @ 11:21 
@Rosth Which crisis is being passive in this case?

I mean, its mostly a hard-coded vanilla AI issue, so I don't have a whole lot to work with to fix it (at least without doing 'clever'/hacky workarounds maybe, but those come with their own set of problems).

I *did* adjust the defines on some of the crises to make them more aggressive in their target-choosing without tanking performance; the Scourge especially. I've noticed that the scourge will still hang around and not do anything if they spawn too far away from other empires, though... more extreme define settings could potentially fix that.

If your issue isn't that the crises aren't moving, but just that they're very slow, the CM Total War mod might help a bit (tbh it's my favorite of the bunch). Making crises automatically capture unclaimed systems or systems with destroyed starbases really goes a long way to combat their sluggishness...
Rosth 2 jun, 2020 @ 12:02 
Is there no way at all to fix the crisis being passive?
Watchman 2 jun, 2020 @ 11:33 
Sorry, contingency appearing without communication (question mark) is an issue from Zenith of the Fallen Empires

Still, I don't know why when I triggered Contingency (no multycrisis, btw), there were no events about robots going mad, just the hubs appearing
TehFishey  [skapare] 2 jun, 2020 @ 9:05 
@Watchman
Huh, that's a strange one. I haven't yet been able to reproduce this.

It seems that manually triggering any of the crises (or just starting the event chains) works just fine if it's done from a new game. It's possible that, if you changed any of the CM settings after the Scourge crisis already initiated, some stuff in the contingency glitched out when it was triggered from the menu. Do you have multi-crisis turned on?

Keep in mind that the trigger events for the scourge/unbidden/contingency happen invisibly, usually a couple of years before the first popup.

Would you be willing to send me your game save & mod list so that I can poke at it, if you have a chance?
Watchman 2 jun, 2020 @ 5:20 
Huh. That is the third game (after I installed manager) in row where I get Prethoryn scourge. Ok, maybe that is just random.

But I am now at 2475 year, and the crisis starts at that year all the time, so I've been loading saves before that date, to see if random will give me another crisis.

I've been loading save ten times, and all the time after date passed 2475, Prethoryn scourge was activated. Is that a bug, maybe, or just terrible random??


Also, I've activated contingency from the menu (on the save where no crisis was started), and... no events happened. One of the planets (hub) was exposed, and it was not possible to contact contingency, it was marked as "?", like undiscovered civilization. Looks like terrible bug for me
Fingolfin 25 maj, 2020 @ 18:24 
@TehFishey Thank you for the prompt reply! I'll look into that mod.
TehFishey  [skapare] 25 maj, 2020 @ 10:07 
@Muckknuckle

Unfortunately, this mod doesn't really work like that; It'll need to remain installed to have any influence on crisis power/behaviors.

If you are only interested in altering crisis strength, you could try Dynamic Difficulty (I know that mod has a 'lockable' menu, where you can make changes and then prevent them from ever being adjusted after that.) Otherwise, you would just need to ask your players not to alter the settings after the game starts...
Fingolfin 24 maj, 2020 @ 18:04 
Hi, I have a question. If I were to use this in a multiplayer game, would I be able to install it between sessions, make the configurations, and then uninstall it so that there's no chance anyone messes with the settings? Thank you
月都旅人  [skapare] 15 maj, 2020 @ 23:38 
Hey TehFishey, I'm translating Crises Manager to Chinese and almost finished. Would you like me to send the documents to you or make a localization mod? :P
DarkSeven 14 maj, 2020 @ 5:05 
@TehFishey: Awsome ... Works lite a charm! Thanks you so much!!!