Stellaris

Stellaris

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WP's Dangerous Wildlife Expanded (4.1)
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1.618 MB
7 Dec, 2023 @ 11:22pm
8 Oct @ 10:44am
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WP's Dangerous Wildlife Expanded (4.1)

In 1 collection by WP 🥔
My Mods: Extra Info & Old Versions
8 items
Description
Background:
Ever wonder why the Xenomorph army tech talks about subconscious interfacing?
Originally posted by Xenomorph Army Tech:
From its cradle as a purely pharmaceutical venture, advancements in our understanding of the morphogenetic field allow for direct, subconscious interfaces with organic units.
It's because it was actually made for the alien cavalry feature:
Originally posted by Stellaris 1.0:
These sturdy war beasts make excellent mounts, once they have finished bonding with their riders. They can traverse almost any terrain, and have proven very effective in scouting and raiding roles. Larger specimens have also been used with success as heavy weapon platforms.
Pretty cool, right? It's Turok, ARK, Avatar, etc. But nowadays it's been removed from the game. You can't play a really cool idea and the Xenomorph tech looks vaguely un-thematic.

Overview:
Dangerous Wildlife Expanded adds a selection of new alien fauna, and then gives you fun ways to interact with it.
  • Discover and explore the habitats of 44 new varieties of alien wildlife.
  • Defend yourself from and take the attack back to said wildlife.
  • Bring them through the vacuum of space to invade alien worlds.
  • Xeno-Cavalry is restored! Ride your alien wildlife with mounted divisions.
  • Explore the deepest wilderness, uncovering epic bosses that you can use yourself.
  • And lastly breed the wildlife - populating the galaxy as you see fit.

Everything is contained inside two short tech paths:
  1. Dangerous Wildlife Manipulation facilitates the discovery, pacification, relocation and breeding of creatures.
  2. Morphogenetics allows you to genetically modify pacified fauna.

👽Wildlife Attacks
I've added prehistoric mammals, dinosaurs, giant bugs and other apex predators that might exist on earth today. Some are fantasy inspired. Think of them all as alien analogues of what we are familiar with from real life history and pop culture!

Mechanically, wildlife is a tweaked "Dangerous Wildlife" blocker. You'll need a tech to clear them and in the meantime they strike out and attack your colonists in ground war! Attacks will pressure you over time, and some are strong, so you have a reason to land your idle transports. Different wildlife has different strength, too. Packs of Dire-Wolves may be tough, but are nothing compared to the rare and mighty Tyrannosaurus.

Each climate has it's own tech to find. So if you've dealt with Goliath-Bats in your Alpine Caverns, you still need a solution for Millipedes infesting your Tomb World. One major reason for this mod is to give your armies something to do, so land them planet-side and defend your worlds!

After the blocker is cleared, pacified wildlife specimens will appear as a planetary feature. They don't do anything yet, but evolve in fancy ways if you progress through the new techs.

🔓New Technologies
The Morphogenetics tech is where we start, giving us useful colony bonuses as our citizens learn to live with Wildlife:



Impulse control is next, and let's us pack the wildlife into our transport ships:



Remember: Wildlife has varying strength - this remains true when you recruit them. If T-Rex were bad-ass enemies, they are bad-ass allies!

⚠️Your Woolly Mammoths will be stronger on Tundra worlds, and suffocate on a tomb world. Your Megalodon Sharks do well on Ocean worlds, but do very little on Deserts. - Please paradox add triggered_army_modifier so I can do this!⚠️

🐎Xeno Cavalry
Next are the alien mounts, your citizens can now ride the monsters:



Not everything is mountable, I've only added ones that make sense. But as a cherry on top, if your wildlife is capable of flight (say, Giant-Eagles) then you get flying cavalry - same for if they can swim (like Sharks).



Deep Wildlife extraction is a DANGEROUS tech. There is a chance that these exploring teams will provoke the mods apex predators, wildlife bosses!

💀Wildlife Bosses
Wildlife bosses are titanic specimens that can take on hordes of armies all on their own.


All 44 forms of wildlife have their own boss with unique name and idea for their ultimate kingpin.

If you beat a boss you'll find a planet modifier marking that it has been subdued, and may be useful later. Which is where Exotic Morphogenetics comes in:



Recruiting a boss is a big deal and a tough endgame activity, costing a lot of food, money and time. It's also a one-time thing, try to keep it alive! Think of the feature as a ground-combat megastructure.

🧪Dangerous Wildlife Breeding
The final feature and technology of the mod allows you to create new deposits:



With this you'll be able to specialise your worlds as recruitment capitals. You can take your limited alien Mammoths and transport them to new worlds to gain colony benefits and recruit armies faster. Just in time to send your Panda swarm to fight against the Prethoryn. Sorry if they get zombified.

🦾Unique Empire Interactions:
In vanilla, Machine Empires don't use Morphogenetics or Epigenetics, same here.
Fanatic Xenophobes and Purifiers also are uninterested in wildlife.
And I included that Devouring Swarms will, of course, get to eat them. (Via decision.)

🖥️Technical and compatibility:
  • Compatible with my mod Planetary Features Expanded. It's basically an expansion to it.
  • Unique "Wildlife World" display when used with my WP's Planet Viewer
  • Lastly, for more beast content check out my other mod - Army Attachments Revived. I coded a bonus "Xeno Cavalry" attachment feature for running both of these mods together!
  • Check the collection at the top for load order details.
  • Fully compatible with Planetary Diversity.
  • One overwrite - Morphogenetic Field Mastery tech.
  • Configurable in the scripted_variables file. Try it!
  • Full details on this spreadsheet[docs.google.com] - You can right-click comment anything and I'll see!
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Popular Discussions View All (4)
36
23 Feb @ 2:49pm
Bugs and Incompatibilities
ShinyNobody
36
24 Dec, 2024 @ 3:36pm
Feedback Please!
WP 🥔
28
18 Nov, 2024 @ 4:31pm
The Future
WP 🥔
383 Comments
WP 🥔  [author] 23 hours ago 
@Edorathino
I believe I changed that last year, yes! If I'm wrong let me know and I'll pull them out because I don't want the mod to be a chore.
Edorathino 8 Oct @ 3:16pm 
do fallen empires still got megafauna in each colony? them having a boss in the capital would make sense but them having one in each planet made conquering them both unfun and a chore.
WP 🥔  [author] 6 Oct @ 10:04am 
@Kaylee
This will be updated to 4.1 shortly yeah!
@Daepapa
No worries
@Kitty
I wonder what the most elegant modded solution is to improving Vanilla ground invasion AI...
kayleehudson 6 Oct @ 9:47am 
Also, I'm curious, does this mod work with planetary diversity?
kayleehudson 6 Oct @ 9:45am 
I saw that some of your mods got updated today for 4.1, I'm curious to see if this one will be updated soon also? No rush ofc, love your work, and excited to see what's next!
Daepapa 5 Oct @ 11:52pm 
@WP yup sorry that's my bad, the build queue button didn't show up for the first few months in-game but then it appeared again; was just going through some recently subbed mods but like you said none of your 4.0 mods should make changes to the vanilla GUI, must've been some other weird incompatibility somewhere else
Xenomorph Kitty 3 Oct @ 1:35pm 
@WP The AI i just being Stellaris AI I feel. I run a pretty heavily modded game and should likely increase the difficulty lol. The AI can defend itself, but mostly with fleets. Ground wars are only good on well established planets, and as the Ai seems to expand rapidly and doesn't migrate pops, a lot of planets can have next to no armies.

I've not noticed them using your modded units, but then, in truth I don't usually pay attention to what the enemy is fielding unless I'm struggling against it x)
WP 🥔  [author] 3 Oct @ 1:08pm 
@Kitty
Awesome! I love hearing how it's actually going. Are you finding AI empires are able to defend themselves? And has an AI empire every used wildlife against you?
Xenomorph Kitty 3 Oct @ 12:13pm 
Further update! Been playing the same game. Now approaching mid game. 1000 stars, 14 empires, 4 fallen empires, 3 marauders. All the same mods as at the beginning.

No crashes or weirdness detected.

I've had your researches pop up. And recruited some of your wildlife and their riding version to my armies no issue either.

Seems there are no conflicts with Guillies or Giga so far!
WP 🥔  [author] 3 Oct @ 4:53am 
@Elchardus
I like the way your mind thinks!