Stellaris

Stellaris

Stellaris but Colossi (2.7.*)
29 Comments
TheFlyingPotato  [author] 11 Dec, 2020 @ 5:59am 
Oooh really? Thanks will check :)
Blue North Star 11 Dec, 2020 @ 2:46am 
2.8.1 (butler) causes infinite blank messages from the mod. (Went through my mods, this one was causing it.)
Zenith 6 Nov, 2020 @ 12:12am 
Ah yes, the "collosi", we've dismissed that claim.
RuralTowner 27 Sep, 2020 @ 3:30pm 
THEY have become death...
Colorado Dyes 27 Sep, 2020 @ 2:11am 
Stellaris is a coop game now
TheFlyingPotato  [author] 25 Sep, 2020 @ 2:05pm 
Much more deadly :P
BreadandYeast 24 Sep, 2020 @ 10:26am 
Stellaris but stellar devourers
Make the stellar devourers actually devour star systems lol
Journeyman Prime 24 Sep, 2020 @ 9:10am 
tnks
TheFlyingPotato  [author] 24 Sep, 2020 @ 4:40am 
It does sound good, but that would be far out of scope for this mod ("quick" to program, adds one new element to the game that is quite janky. Designed to be played 2-3 times to have fun, not for many playthrough).
Besides, the Colossi are only a threat because they snowball in a near exponential way. If you manage to destroy every new spawned Colossus, they aren't much of a threat.
If they were a real threat lategame, it wouldn't be very fun for the player as it would destroy what he spent irl hours to create. While currently you start a game knowing that it will end by 2230 or so.
(on top of that, modding fleet AI is quite annoying)
But if you (or someone else) wants to use this mod as a base for another, more complex, mod then feel free to do so ;)
Journeyman Prime 24 Sep, 2020 @ 4:22am 
2/2 For how to stop the crisis, an event would, after some time being fighting the Colossi, spawn an archeological site within your empire on a barren planet that once explored, reveals that the Colossi were built by an unthinkably old Kardeshev 3 Fanatic Purifier civilization that sends these automated Colossi fleets to galaxies with life to cleanse them so that the Civ can harness the galaxy's energy unimpeded. After completing the site, a new system spawns at a random place in the galaxy with a Machine World and a unthinkably powerful starbase (like 1 mil fleet power). You have to get to the system, destroy the starbase, crack/shield/bombard the Machine World (to 100% devestation) to deactivate the Colossi fleets.
Journeyman Prime 24 Sep, 2020 @ 4:22am 
1/2 Actually, could you make this into an Endgame Crisis? Throw some lore onto it, make a unique skin for the Colossi involved that matches that lore, and this would actually be a pretty baller Crisis, especially when you've spent so much time building your empire only to have it threatened in such a destructive way. In this case, give the Colossi the Hyperspace Navigation ability (like what science ships can get) or Jump Drive so that starbases don't really protect your planets unless you build them in the same system.
BurningRaptor 24 Sep, 2020 @ 3:13am 
Sounds like some galaxy-scaled battle royale.
TheFlyingPotato  [author] 24 Sep, 2020 @ 12:53am 
@Stargazer well you are lucky, you can select what the explosion destroys through the customization event (fired on game start for 1 player, so if you are playing multiplayer maybe you didn't saw it)
Stargazer795 23 Sep, 2020 @ 10:15pm 
I would make this the hardcore version and make another without total destruction of everything in a system. Give us a fighting (but still losing) chance.
Etiluos 23 Sep, 2020 @ 8:55pm 
True end game crisis here
Bottom of the Well 23 Sep, 2020 @ 9:14am 
This is a mod that everyone needs. After nearly 1.5k hours its about time for a neat threat.
Decima 23 Sep, 2020 @ 9:01am 
I like the sound of this mod! This should help prevent late game lag if there are less planets around. Btw, how balanced would this mod be with the mod "Evolving Hyperlanes"? I like the idea that careless expansion of the hyperlane network could spell doom upon the galaxy, but I am worried that by the time these colossi can move they would be too weak to be a threat.
TheFlyingPotato  [author] 22 Sep, 2020 @ 1:59pm 
Updated! Also added localisation for non english languages, but didn't translate them. Save game compatible as promised (wait for new month begin to have the customization screen).
If using an old save game, maybe choose "0 years" home world protection as it is counted from the moment you choose it, not from game start
TheFlyingPotato  [author] 22 Sep, 2020 @ 10:16am 
I'm working on a quick update to add a customization menu at game start (so even more customization of this but :P)
Planned to add:
- Home system/planet protection (for like 5/10/15 years)
- Explosion effect (destroy only military ships, or all ship, or all ships and starbase)
- Colossi speed (1X, 2X)
- Colossi reward (500 alloys currently)

Of course this update will be savegame compatible (I always put extra effort in that matter :P)
Gerglagagerk 22 Sep, 2020 @ 1:02am 
I do love the idea of tailoring my buts to my needs.
OmegaEntertainment 21 Sep, 2020 @ 3:20pm 
Can you make a version where they don't annihilate everything in the system when destroyed? Because, honestly, that's the only issue I see with this.
Oranosskyman 21 Sep, 2020 @ 3:02pm 
[determined exterminator] likes this
? 21 Sep, 2020 @ 7:27am 
This reminds me of the old Starcraft II Imba League.
kirshnak 21 Sep, 2020 @ 6:59am 
imagine the colossi as the independence day ships
Rui_MS 21 Sep, 2020 @ 2:16am 
CPU0 will be your biggest fan
Atom, He Who Seeks Nowhere 21 Sep, 2020 @ 2:01am 
this is amazing.
legendary, really.
TheFlyingPotato  [author] 20 Sep, 2020 @ 4:11pm 
Thanks man!

When there is no target left, they just stop moving. But that means every colonized planet/ringworld has been destroyed. (I should check habitats)
Cheesemongle 20 Sep, 2020 @ 3:56pm 
what happens when they run out of annihilation targets
Sir Mayday 20 Sep, 2020 @ 3:41pm 
Not my cup of tea, but I'll like it for the unique concept.