Stellaris

Stellaris

Military Enhancements [Events Only]
71 kommentarer
Umpalumpa 17 aug @ 2:03 
@BaconDoneRight love you mod, can you please add the event after capturingthe planet?
Nikal 4 jul @ 13:15 
I guess. But you'll lose about ~700 lines of code from this version. No telling what'll break. 😛
Stepanida 4 jul @ 13:00 
Life hack. Copy the file "events/02_conquest_events_mefrom" the full version of the mod to Events Only.The conquest events will work
Stepanida 4 jul @ 9:37 
Please return the events after capturing the planet!
Aurion 25 jun @ 14:08 
I have battle events but no event when i take the planet i cant sack planets anymore
Hazardous 25 jun @ 7:52 
Are there events for gestalts? Specifically any planned for the WIlderness empires?
Nikal 23 jun @ 2:46 
Anyhow, about the events:

“irradiated craters” creating should be limited or, better, changed what they give. Because (I'm running the Longer Wars mod) having 20 of them means wrestling control of the planet becomes more of a chore than anything, and the happiness penalty is impossible to deal with.

Some events involving giving the invader armies should have a gestalt check. I just don't see "bands of revolutionaries" or "revolting slaves" that could join when attacking the hivemind's homeworld.

I've lost some invasions purely cuz events killed off my armies and drastically tipped the balance, and there was nothing I could do about it. Now, while this does make for some interesting strategic decisions, perhaps having (costly) options during the events could mitigate such huge RNG swings.

I get this is mostly flavour, which is fine, but it'd be exciting if big events were treated as a situation from time to time. Like storming the capital, misplaced bombing, providing aid, etc.
Nikal 23 jun @ 2:42 
I've enjoyed this. Mainly used this one because the "full version" gets overwhelming with the new techs (and I play with slower research speeds, so can't waste tech), and the building limit on planets makes it undesirable to have new buildings for single resources (unless I'm running planetary stations mod; perhaps a district specialization would've been better?)
Finlay 22 jun @ 13:59 
cause they would before
Finlay 22 jun @ 13:59 
it seems like paradox made it impossible for the 2 last pops to die by warfare so, thats cool too!
Finlay 22 jun @ 13:23 
7.3k (me) at the end gee! yeah thank fuck for you and this mod
Finlay 22 jun @ 13:20 
My god this makes thing so much more fun had a 5k (defenders) vs a 12k (me)
and now its down to 752 vs 8552 (me) and now all they do is chuck nukes at me wiping divisions and at this rate im starting to sweat cause i was at 9500. harder to steamroll small empires!
tzverg 19 jun @ 12:04 
@BaconDoneRight nice idea. We need more events like this
BaconDoneRight  [skapare] 19 jun @ 11:54 
The previous system I had was super jank, counting the number of pops as a variable, dividing it by 8 or soemthing, rounding that number, and then using that as casualties. This seemed to sometimes just not work and delete everyone 😭. Now tho, I think to account for biomass pops, paradox added a function where I can cause casualties as an exact percentage which is a lot easier. Also allows me to damage pops based on occupation, which could allow interesting events, such as an enemy empire sponsoring a terorrist attack to blow up your research facilities and kill your scientists 🤔🤔
Finlay 19 jun @ 9:59 
(so in very short its perfect !) ::phoenixheart:
Finlay 19 jun @ 9:54 
also works nicely and very fun!
Finlay 19 jun @ 9:53 
do not change the ammount of pops that die btw from theses events. its fine as is btw even if its low. usually before theses evnts combined with orbital bombardement would wipe out the population mid siege and the planet would not be captured simply as if battle and planet abandoned, with no war exhaustion for both parties for any army destroyed or the planet lost, same problem would occur with "longer planetary invasion" mods as the pop would die before the soldiers and break sorta the game (not in a fun satisfying cheety way more like cheated out of victory)
FLOPPY DISC 18 jun @ 6:08 
shows up drops a mod that out classes 90% of paradox dlcs then leaves.
Finlay 17 jun @ 16:07 
My goat :Gifting:
ldubose 17 jun @ 11:47 
W
BaconDoneRight  [skapare] 17 jun @ 11:09 
Now updated!
Abathur 16 jun @ 15:55 
@BaconDoneRight are you still gonna update it?
Finlay 14 jun @ 14:53 
thank you sm :luv:
BaconDoneRight  [skapare] 14 jun @ 14:17 
Hi yall! Should have an update tomorrow, sorry for long wai
Finlay 14 jun @ 12:53 
Somebody update this please. Ground combat needs love
Finlay 10 jun @ 17:42 
needs an update evidently
wancar 19 maj @ 20:43 
Confirmed @Old Man @BaconDoneRight

I got 4 blank pop-ups on day 2, right now. Not the only broken event mod
This was the only mod in my playlist
DLC's: All

Anyway, have a good week everyone. We need good weeks amirite
Old Man 7 maj @ 14:13 
FYI to users, mod is currently broken with 4.0+. Constantly getting a series of blank pop-ups on start.
Remulus 6 maj @ 10:27 
Hey, how is the 4.0 Compatability? Thank you!
caverman2001 14 feb @ 9:20 
hey any updates soon
baygown 25 nov, 2024 @ 17:48 
I second that.. the mod is awesome really add a lot of flavour to a playthough but right now i cant play it in ironman because of that murder whole world rng.. seems a bit off, i totally agree with a -50% pop or something like that but ive seen a 40pop capital getting exterminated
supercid87 22 nov, 2024 @ 12:13 
There are a few events that seem to murder the whole population. If you could add checks that limit damage to the last pop that would be amazing.
Blazingdevil 21 nov, 2024 @ 1:18 
will this be updated to 3.14?
singleton30 16 aug, 2024 @ 10:52 
i have the same issue as teiya the blue dragon, refugee crisis event happened, i clicked the light damage option, world was decolonized immediately
BaconDoneRight  [skapare] 22 jul, 2024 @ 11:51 
@k0rruptedYouth they should actually not break each other, but this mod isn't made with that one in mind. There might be some weirdness, like sacking a planet and raiding it at the same time, but nothing should be broken.
K0rruptedYouth 22 jul, 2024 @ 11:42 
A long shot, but how compatible is this with Planet Raider?
BaconDoneRight  [skapare] 22 jul, 2024 @ 10:14 
Did some bug fixes, most of these issues should be fixed I think.
Teiya, the Blue Dragon 21 jul, 2024 @ 1:54 
Yeah, same here - most events that do "light damage to the population" kill way too many pops which usually ends up decolonizing the world instantly
Arielle 20 jul, 2024 @ 20:22 
- found a few bugs

when attacking, an event will pop up in regards to a "refugee crisis". Selecting the option for "more meat shield etc etc" depopulates the entire planet / habitat.

The same thing happens when the hospital event shows up, where a nurse ask for assistance. Selecting "seizeing the hospital" also depopulates the planet / habitat
Teiya, the Blue Dragon 17 jul, 2024 @ 10:02 
I noticed one of the events was consistently decolonising planets whenever I used it - I think it was called Refugee Crisis? One of the options lets you push through a bunch of refugees, which is supposed to do "light damage to the population";

It doesn't do "light damage", it kills like, *at least* 30 pops.
渡鸦 26 maj, 2024 @ 19:35 
Hello, can I publish the Chinese translation of this mod?:steamhappy:
Lord Nobody 26 maj, 2024 @ 16:17 
While I doubt it's intended, it is kind of fitting realistically. A planet that's doomed could adapt a scorched earth attitude lol
Blorg 24 maj, 2024 @ 7:59 
The probability of triggering nuclear events is too high. I am controlling eight fleets with their accompanying armies fighting throughout the star system, and my screen is almost flooded with nuclear events. This event is even more effective at killing my armies than the planetary defenders. Is this a bug, or have my enemies suddenly become very eager to blow their own homes to smithereens?
Blazingdevil 24 maj, 2024 @ 6:15 
@u-07 ive been dealing with that too
BaconDoneRight  [skapare] 21 maj, 2024 @ 8:46 
HOW IS THIS STILL HAPPENING 😭😭😭
I’ll take a look over the code again. I swear I’ve fixed it like 6 or 7 times. It shouldn’t be doing that 😂
Akhmat's Sila 21 maj, 2024 @ 6:34 
To rid of the event, reload a save.
Akhmat's Sila 21 maj, 2024 @ 6:29 
Fortunately, I figured out that you can just... not take the event and you can keep the game running. Seems helpful, though I don't know if it decolonises AFTER the battle is over.
Akhmat's Sila 21 maj, 2024 @ 6:20 
The Siege Event is still decolonising entire planets, and it's actually getting on my nerves since these planets often happen to be capitals or highly-developed worlds. I do NOT want to have to recolonise a heavily developed planet man. Wtf.
Cyber 9 maj, 2024 @ 13:41 
new update?
Byncfał137 9 maj, 2024 @ 9:06 
This is the Stellaris combat rework we were waiting for imo! This is perfect!