Stellaris

Stellaris

Dynamic Crisis Strength
45 Comments
Zalpha 2 Nov @ 3:40am 
Thanks. I will use the mod.
Zalpha 2 Nov @ 3:40am 
No I mean the space pirates that are void dwellers. That is what I meant by Marauders. My bad, I typo'd it and then corrected it incorrectly.
Zalpha 2 Nov @ 3:39am 
No I mean the space pirates that are void dwellers. That is what I meant by Murderers .
Kano  [author] 2 Nov @ 1:50am 
@Zalhpa Fallen Empires are not affected by this mod and don't count for the difficulty calculation.

I assume by Murderers you mean genocidal empires like Fanatical Purifiers? Those would count for the difficulty calculation, but they also have to fight against a crisis, so it seems fair to me.

In case you mean Marauders, those are only affected by the mod if they awaken into the midgame crisis (Great Kahn). In any case, you can always open the settings menu and adjust the difficulty if it's too much, works even after a crisis has spawned.
Zalpha 2 Nov @ 1:36am 
Hi, I am thinking of using this mod but I am worried about Murderers and Fallen Empires, as usually those two are the top factions (I play with max of them enabled) so would it be best if I do not use this mod?
Kano  [author] 27 Oct @ 6:44am 
@Neterixx There was a bug with Cetana, it's fixed in the new version. The mod should now properly detect Cetana during initialization, when you first add it to a save.

In your case, since you already added the mod to the save and initialization has already passed, you can simply open the settings menu and increase the difficulty modifier or static offset by one, then decrease it again. This will trigger a refresh and the mod will now notice the missing variables on the active cetana crisis and fix itself.
Vietnam 27 Oct @ 5:01am 
Very fun when you set the crisis strength to 2x, no matter how strong you will be the crisis will always be stronger, you could literary have endgame ACOT technology and a weaponized quasar from Gigastructures but the crisis will always be stronger than you. The only way to survive is to go to Ultima Vigilis or that isolated pre-FTL system next to Chosen Cluster and lock your population away on an overpopulated ringworld in intergalactic space.
NeteriXX 24 Oct @ 10:32am 
I loaded this mod into my save with Cetana already there and every value is set to zero. In the new save its also the case, does it work only when crisis spawns?
Hasan 22 Oct @ 6:11am 
thx for the fast response.
Hasan 22 Oct @ 6:11am 
nvm, the calculation still works and the request that I wanted was there. Just needed to test it out first.
Kano  [author] 22 Oct @ 6:04am 
@Hasan You can enable the Custom Modifier in the settings panel and set it to whatever value you desire. It is applied instantly (takes one tick to update) to all existing crisis fleets and any future spawning crisis.
Hasan 22 Oct @ 6:02am 
there's been an overflow problem and the combined fleet powers turned into 0 (due to my ships being overinflated with power), making the crisis strength 0 X. Is it possible to just make separate buttons where you can just change the multiplier of the crisis without calculating the empires' fleet power?
Kano  [author] 20 Oct @ 4:29pm 
@NeteriXX Doesn't matter. My mod doesn't override any vanilla files, so load order is irrelevant.
NeteriXX 20 Oct @ 3:46pm 
@Kano Should this mod be below or above compact armadas?
яajigurdey 15 Oct @ 5:58pm 
thank you. great mod. :praisesun:
Kano  [author] 15 Oct @ 9:19am 
I did some quick testing and it should work just fine with Compact Armadas.

The difficulty might be off tho. Compact Armadas seems to make the crisis about twice as strong as usual, at least in terms of fleet power. So I would recommend to set the Difficulty Multiplier in my mod to 0.5 to compensate for this. Feel free to adjust based on your own experience.
яajigurdey 15 Oct @ 7:58am 
Is it compatible with Compact Armadas?
Kano  [author] 5 Oct @ 9:23am 
The settings edict doesn't actually check if any crisis is active. It just takes the last crisis empire and displays their stats. The wording is kinda misleading, maybe I'll change that.

The mod doesn't overwrite any vanilla files and doesn't add or remove any vanilla flags or something. It should have no effect on whether the endgame crisis spawns or not.
TheWalruzz 5 Oct @ 5:47am 
For some reason the settings edict says that I'm still in voidworms plague, event though I ended them (got the flag set and all) years ago.

I also noticed that I'm way after my late-game date and no other crisis occurred even though I have my game set to All. I wonder if it's Paradox who broke stuff in the latest patch or an issue with the mod.
MandalorianJedi 22 Sep @ 6:16pm 
This mod seems perfect! I see a lot of potential all ready :D
Big John 18 Sep @ 4:57pm 
Also just wanted to say that this and the vassal mod are sweet :steamthumbsup:
Big John 18 Sep @ 4:49pm 
I think that besides fleet power the mod should take into account your economic diplo weight aswell, since the mod could calculate the strength of the crisis around, lets say 1mil fleet power, disregarding the fact that the military industrial complex can consistently pump out that number without breaking a sweat.
n3ur0s 16 Sep @ 11:59am 
In regard to the technical details of dividing the average galactic fleet power by an arbitrary value, I think it might make more sense to use a variable divisor based on another galactic weighted average; that way players can intentionally dictate the crisis to be either a pushover or dominator, perhaps even based on considerations other than raw fleet power.
Ornlu 15 Sep @ 10:20am 
Thanks for the answer! I will try it out!
Kano  [author] 15 Sep @ 2:58am 
The mod doesn't use any of the 4.0 features, so it should work fine in 3.14 as far as I can see. Just try it out, spawn a crisis with "effect event crisis.1000" and see if you can influence it's strength in the settings menu.

I am working on including mid game crisis, so great kahn, void worms, gray goo, maybe formless. It feels weird to buff the formless based on the entire galaxy strength when only one empire can defend against them. Dunno why they are counted as a mid game crisis in the first place.
zola 14 Sep @ 5:24pm 
I have the same question
Ornlu 14 Sep @ 1:50am 
Sorry if this is a stupid question, but would this mod work retroactively for 3.14?
warriorandtoaster 13 Sep @ 1:48am 
Is making it so the Khan gets affected by this a planned update?
Welp 12 Sep @ 1:32pm 
thank you for the info, i appreciate the indepth response on it!
Kano  [author] 12 Sep @ 10:32am 
| how does it work when the players strength vastly overwhelms the other 4 top empires?

Well the mod would still consider the top five empires and spawn a crisis to your weighted average fleet power. Since you are the strongest, your fleet power would be factored in much higher than that of the other empires and since you are the only strong force, you would pretty much have to fight of the crisis alone. I changed the weighted average in todays update to 2x, 1x, 0.5x, 0.3x, 0.2x from the old 1x, 0.8x, 0.6x, 0.4x, 0.2x, as the impact of the strongest empire seemed too low.

As an example: If you have you have 1 million fleet power and your allies are worthless, you would get:
(1 million * 2 + 0 * 1 + 0 * 0.5 + 0 * 0.3 + 0 * 0.2) / 4) / 180,000 = 2.8x crisis strength

Compared to all top five empires owning 200,000 fleet power (still 1 million total):
(200k * 2 + 200k * 1 + 200k * 0.5 + 200k * 0.3 + 200k * 0.2) / 4) / 180,000 = 1.1x crisis strength
Welp 12 Sep @ 2:27am 
how does it work when the players strength vastly overwhelms the other 4 top empires?
Kano  [author] 10 Sep @ 2:49pm 
The mod does not override any vanilla files, so there should be no issues with load order.

The 1000x vanilla crisis from ACOT might be problematic, as my mod cancels out any existing modifiers on the crisis. You can disable this functionality in the mod settings tho, then it would just be 1000x + the dynamic calculated buff.

Modded crises are not supported atm, they won't be affected at all.

If you set vanilla crisis to 25 (the normal setting at game setup), then the crisis will be at least level 25. It might be stronger if the mod calculates something above 25. You don't need to change anything in the mod settings for this.

If you select all crisis and 25x, the first one will be 25 or higher, the second 50 or higher, the third 100 or higher, etc.
Figaround 10 Sep @ 12:45pm 
Load order, compatibility with other mods? Crises from mods will not be affected in any way?
From the previous correspondence here: if I set the vanilla crisis value to 25, then in the mod in its settings I need to specify 25?
And I selected "all crises", and in vanilla each crisis is 2 times stronger than the previous one, here without changes from the mod?
億KiotheCloud四 10 Sep @ 10:12am 
Alrighto thx for the clarification.
Kano  [author] 10 Sep @ 9:12am 
The vanilla crisis lvl you set is used as a minimum in the mod. So if you set it to 5x, it will be a 5x crisis or above. If you set 1x, it will be 1x or above. It has no effect on the calculation itself, just on wether the result is apllied or not.
億KiotheCloud四 10 Sep @ 8:44am 
So what would be the recommended crisis lvl be on the slider for this to work as intended I like to play around x5 all crisis should i lower it down to x1?
stardestroyer 10 Sep @ 12:45am 
it's what this game needs instead of let the player decide crisis strength
no one seems to understand how stupid is this setting
do you see something like tis in eldenring?
SirChristian288 9 Sep @ 7:14pm 
This seems promising. How it usually goes in vanilla for me is that the crisis either curb stomps me or I curb stomp the crisis. Maybe this will help alleviate that a little.
Surwich 9 Sep @ 4:36pm 
Is this something that would account for mods like ACOT? Things like 1000x vanilla crisis?
greatswizard 9 Sep @ 4:21am 
hell yeah.
Ekinox 8 Sep @ 4:40pm 
Okay, thank you for letting me know
Kano  [author] 8 Sep @ 4:38pm 
No, it does not work with modded crisis at this time.
Ekinox 8 Sep @ 4:36pm 
Saw this mod on reddit, will try it out today, just a question, is it compatible with modded crisis?, lets say, the ones from Gigas.
akeean 8 Sep @ 11:58am 
This immediately needs to go on someone's desk at Paradox to use as blueprint to rework the entire crisis slider, so the slider just multiplies whatever the dynamic adjustment is set to at crisis date.