Stellaris

Stellaris

More Events Mod
5,805 Comments
Ben_D⚜ 23 hours ago 
Hello Malthus, I'm posting here to let you and others know that I've uploaded a patch for those who use the Military Enhancements 2.0 [Invasion Events & More] mod in combination with this one here. It makes the terrestrial military units from this mod utilise the Armaments strategic resource introduced by the Military Enhancements mod. It's called the Terrestrial Forces Compatibility Patch . I hope this helps a few people.
Malthus  [author] 27 Sep @ 2:41pm 
In the past they were embarked automatically. There is no event script effect to force it either as far as I'm aware of. Not sure how best to deal with this at the moment.
Darknexr 27 Sep @ 10:20am 
everytime i invade a planet or the ring segements for Broken clock it "returns" to the void and leaves my troops stuck there with no way of me getting them off even tho the Event that pops up says we were forced to retreat, and i kinda dont want to have troops i cant use
Malthus  [author] 26 Sep @ 12:10pm 
The effect in the our mod menu always targets your current ruler, you can use it directly after gamestart.
Fenrisúlfr 26 Sep @ 11:56am 
can that be done right at the start? (also i just like the portrait and wanted to create a species of them)
georgiaboy4 26 Sep @ 11:55am 
@Malthus: Thank you for updating!
Malthus  [author] 26 Sep @ 11:43am 
Then all your leaders would look exactly the same. Granted there are four versions with blue/red and with/without the upper cloak, but it is still just the same character. I think it would work much better with the standard fox portrait. You can use our mod menu to change the portrait of your leader to this portrait (repeatedly until you have the variant you like).
Fenrisúlfr 26 Sep @ 9:41am 
would you be able to release the fox as a species portrait either in this mod or a separate mod?
Dilidala 26 Sep @ 9:16am 
@Laecard I think thats a vanilla bug and has something to do with fleet bombardment taking effect at the moment an army land on the bombed planet. I am quite certain I saw someone triggering the issue without mod.
Malthus  [author] 25 Sep @ 12:22pm 
@Laecard I'll check tomorrow if I can reproduce this issue and if so how to fix it.

@Frettchen The emperor and the fox are paragons you can get from events (astral rift for the former and special system for the other), the insectoid one isn't a paragon but a species portrait you can find under arthropoid. Using the mod menu you can also change the look of your empire's leader to one of our paragons.
Frettchen 25 Sep @ 10:02am 
how to get the three shown paragons? the human. the fox and the armored spiderthing?

are there spawncommands for them?
Laecard 25 Sep @ 9:35am 
For some reason this mod causes planets to immediately surrender when there is ongoing ground combat and a enemy fleet in orbit.
ly589826 18 Sep @ 5:56am 
thanks!!!
Space Grandpa 13 Sep @ 8:35am 
Oh, ok, thank you anyway)
Tr33  [author] 13 Sep @ 7:53am 
@Space Grandpa sry I meant the 4.1 update. I will simply disable aevum for mp, as after several tries I wanst able to recreate or solve the issue. Sry for the inconvience
Rogi Ryabkov 13 Sep @ 7:18am 
Thanks! godspeed, brother!
Space Grandpa 13 Sep @ 6:50am 
@ Malthus I was reporting the crash issue with chonomancer Auvum 2 comment pages back. Tr33 told me you guys gonna fix this in next update, so I wanna make sure me and the boys won't get another crash in our mp lobby)
Malthus  [author] 13 Sep @ 6:29am 
Yeah no problem with that, good luck with your project :)
Rogi Ryabkov 13 Sep @ 6:08am 
Hello @Malthus, hope you are well. I'm off Stellaris for ages and the game I play recently is Starsector. I was thinking in making a quest mod for that game and wanted to take some quests I've played in Stellaris, and the first I recalled was The Elusive Carcosa from this exact mod haha. Well, I came to ask if you can give me permission to use the stories from your mod for an alternate version to that universe.
Malthus  [author] 13 Sep @ 3:52am 
@Space Grandpa Which issue do you mean specifically? I believe to remember reports of different problems. Let me know and I can doublecheck if there was any change made.
Space Grandpa 13 Sep @ 2:29am 
Is chronomancer fixed in this update?
doctornull 12 Sep @ 2:08pm 
Thanks!
Malthus  [author] 12 Sep @ 8:16am 
Thanks for the info, will adjust it.
doctornull 12 Sep @ 8:15am 
Some of your techs seem to use the @ap_technological_ascendancy_rare_tech value which has been deleted from the vanilla game, so those techs will not appear at all if the player has the AP.

A text-replace to its expected value (1.5) should fix these techs to appear when the player has the AP.
Malthus  [author] 1 Sep @ 11:55am 
Also, if the only thing you are interested in are the portraits, there is a standalone mod for them.
Malthus  [author] 1 Sep @ 11:54am 
At the moment there is no way for you to hide the options, save for you making an override. I can however add a trigger to it so you can hide it with a flag in the next update.
wayneofwilson 1 Sep @ 11:20am 
Is there a way to hide the mod options from the policies tab? I don't wanna have to remove this because this mod has cool portraits as well.
Malthus  [author] 31 Aug @ 11:59pm 
@x Princess Leliana x This is a basegame issue that sometimes appears. Save your game then reload, then your fleet should finish the fight as usual.
x Princess Leliana x 31 Aug @ 11:35pm 
Issue with the rubicon system. Wipe everything out except the "station", my fleet then flies to the other side of the galaxy and spins in a circle forever. No damage happens and it just gets stuck
Malthus  [author] 30 Aug @ 10:22pm 
@Eagle215 None our our "crises" replaces any actual endgame crisis. They do not prevent the vanilla crises from happening and can potentially happen at the same time, if the endgame date is set to be earlier than usual.
I would vaguely put Broken Clock in the midgame crisis territory like the Khan - atleast that is what it is meant to be, but balance shifts every update and I've heard they where a bit too passive lately - which is a result of them using regular AI, which makes them less likely to initiate a war if their neighbors are too strong in relative power.
Eagle215 29 Aug @ 10:01am 
Hi, hello. Just wondering how Broken Clock crisis interacts with the vanilla crisis? If I select all crisis, will this be included? Will there be 4 End game crisis, 3 or 1?

Also, is this a late game or mid game crisis? In my game it seems to have an unpredictable start time. In one game Broken Clock activated after only about 25 years after mid game start time. In another game, it started about 15 years after end game start time.

Thank you in advance for an answer. Excellent mod
Malthus  [author] 27 Aug @ 4:28am 
Which do you mean? The vazurans you can force by having an ai empire with the connected origin in your game, the probe can be assured by having its origin in the game (though no guarantee that it will go berserk), Broken Clock is there most of the time but no guarantee it will activate, same for the Orphan Gate.
KittyRuru 27 Aug @ 3:55am 
I see, I suppose it makes sense, thanks. So there is no way to make sure the crisis happen then ?
Malthus  [author] 27 Aug @ 12:42am 
@KittyRuru the option menu is deactivated in multiplayer on purpose since people complained in the past that it was an invitation for cheating.
KittyRuru 26 Aug @ 8:01pm 
I've had a very strange issue in multiplayer. The More Events Options simply does not appear in the Edict menu. When launching it in solo, it works fine. But for some reason, in multiplayer, it's like the mod is disabled or non-existing
Space Grandpa 24 Aug @ 4:09am 
I understand. Ok, we'll try to survive through it, glad it will be fixed soon. Ty for advices
Tr33  [author] 24 Aug @ 2:15am 
Sry about that. We have no update planned in the near future. Try running "effect = { mem_aevum_endallevents }" in the console (for the player with the event chain) or open the end of the quest in SP. This will remove his quests from your log. I will investigate the crash on invade, thats new.
Space Grandpa 24 Aug @ 1:53am 
@Tr33 yep, all correct. 3 players MP, 4.0.22. If you have time can you pretty please disable this event chain until then so no one will have a crash until the fixes? My science ships made fun of me trice already because of automatic anomaly research. I seem to succeed in escaping this loop by chosing to invade his planet (which stopped the situation) while definitely NOT doing it, but I'm not sure if there are other events what might pop up. Don't wanna lose a mid-game MP run to crashed:"D
Tr33  [author] 24 Aug @ 1:44am 
@Space Grandpa In MP right? This seems to be a vanilla/engine issue, which is hard to replicate or log. Its on my list of fixes. The crash on in vade im not aware of ... 4.0.22?
Space Grandpa 23 Aug @ 3:08pm 
Chronomancer Aevum currently ends the special project chain with unclosable event in half the screen right now making its inpossible to play further. An attempt to invade his planet crashes the game
Cardolam 23 Aug @ 7:42am 
@doctornull

Thx!
doctornull 23 Aug @ 7:27am 
It's working fine with 4.0.22 for me
Cardolam 23 Aug @ 7:02am 
Is this compatible with 4.0.22?
adornedspore 11 Aug @ 9:30pm 
for the record, a person reporting a bug that is so remote they cant remember how it occured is a good sign, means the mod is rather stable.
Icarys 9 Aug @ 7:25pm 
Alright, sorry for being a bother and thank you for your time.
I'll see if I can replicate it and figure it out.
Thank you!
Malthus  [author] 8 Aug @ 10:44pm 
If the title does indeed have the phrase "Serious Damage" in it, it is not one of ours. Non such title exists in any of our loc files. You should try to get this event again if you can reproduce it and use debugtooltip to find out the event id. This might give you a clue from which mod it comes.
Icarys 8 Aug @ 7:54pm 
From the wording, I imagine this was intended for Ringworlds rather than Orbital Habitats.

Again, not blaming y'all for anything and I'm not even upset.
Just a little confused as to whether or not it's intended since it's particularly catastrophic for folks that like to build tall.
Icarys 8 Aug @ 7:54pm 
The only mod I run that changes gameplay in any capacity would be this mod, so I'm fairly certain the event is from this one.
To explain the situation, I was playing a Machine empire with the Voidforged Origin.
All was well until I received an event titled "[Planet]: Serious Damage"
Next thing I know, my capital Orbital Habitat was de-colonized.
Not a huge deal, but it did seem like it came out of nowhere.
The text in the event was:

"The orbital regulation system of [Planet], which was responsible for keeping the [Planet] ringworld in place and intact, suffered a catastrophic failure. This ringworld segment was torn apart by gravitational stress when the stabilization system ceased to function. It happened in a matter of moments. This segment was the civilization's last stronghold. In a blink of an eye, the went extinct."
Tr33  [author] 8 Aug @ 6:13am 
@thevinni007 I take whatever you had, and afterward I might be able to find the same bug.
thevinni007 8 Aug @ 2:50am 
i guess i will do some digging