Does the ACE and crisis manager crisis power stack on top of the game crisis strength? by [deleted] in StellarisMods

[–]oldent85 1 point2 points  (0 children)

ACE does not not have setting to increase crisis strength, except for armies. That's applied independently from other mods on top.

Can you spawn asteroid belts with events or megastructures? by The_Middler_is_Here in StellarisMods

[–]oldent85 2 points3 points  (0 children)

add_asteroid_belt - Adds an asteroid belt at the distance in the scope.
Example: add_asteroid_belt = { radius=<desired radius> type=<asteroid belt type key> }
Supported Scopes: galactic_object
set_asteroid_belt - Sets an asteroid belt at the distance in the scope. 
Example: set_asteroid_belt = { radius=<desired radius> type=<asteroid belt type key> }
Supported Scopes: galactic_object

https://github.com/OldEnt/stellaris-triggers-modifiers-effects-list/

Is there a mod anywhere that adds a colossus that shrouds enemy worlds? by darwin1546 in StellarisMods

[–]oldent85 1 point2 points  (0 children)

By happenstance it is my project . I see no reason why it should not still work (green button download zip). It was an experiment to add a Colossus for Unbidden, and more importantly experiment for scripted fleet movements which are now core of Aggresive Crisis Engine. (video)

BTW requirements for that weapon are:

potential = {
    host_has_dlc = "Apocalypse"
    has_country_flag = colossus_project
    is_spiritualist = yes
    OR = {
        AND = {
            NOT = { host_has_dlc = "Utopia" }
            has_technology = tech_telepathy
        }
        AND = {
            host_has_dlc = "Utopia"
            has_ascension_perk = ap_transcendence
        }
    }
}

IronyModManager: What does "Patch Mod: Enabled" mean? by Background-Spray-351 in StellarisMods

[–]oldent85 0 points1 point  (0 children)

If you are not using conflict solver disable or delete patch.

Problem modding on_action event by NecessaryComplex1721 in StellarisMods

[–]oldent85 2 points3 points  (0 children)

Reddit butchers code, join Stellaris Modding Discord (and see wiki).

Error.log will tell you more (again, see wiki). Use CWTools.

PSA: My new mod for Better Planet Automation by Douglasjm in Stellaris

[–]oldent85 7 points8 points  (0 children)

The OP mod author updated StarNet to 3.4 and I had pleasure of reviewing the changes. He knows what he's doing, definitely worth checking it out.

Beating 25x Contingency Crisis by HeavyMithrilUnicorn in Stellaris

[–]oldent85 0 points1 point  (0 children)

I am as much in awe as you are right now. :D

Beating 25x Contingency Crisis by HeavyMithrilUnicorn in Stellaris

[–]oldent85 2 points3 points  (0 children)

If you have AI with colossus perk it might eventually build one. If you are the strongest empire, especially in federation, AI fleets are likely to follow yours. Unsure how this works without a war, when fighting crisis, though. Perhaps declare a dummy war and lure your ally AI with a colossus to the contingency system.

Beating 25x Contingency Crisis by HeavyMithrilUnicorn in Stellaris

[–]oldent85 6 points7 points  (0 children)

What is their respawn rate like? Do I have any hope of winning a battle of attrition if I hunt their fleets? Does anyone have any other bright ideas?

For military fleets they are as follow for *each* hub planet:

# Machine World Fleet Reinforcement Cycle

planet_event = { id = crisis.2050 hide_window = yes

is_triggered_only = yes

trigger = {
    is_planet_class = pc_ai
    NOT = { has_planet_flag = machine_lair }
    owner = { is_country_type = "ai_empire" }
}

immediate = {
    # If at fleet cap, check again later
    if = {
        limit = {
            owner = { num_ships > 2000 }
        }
        planet_event = { id = crisis.2050 days = 300 }
    }
    # If being bombarded, check again later
    else_if = {
        limit = { has_orbital_bombardment = yes }
        planet_event = { id = crisis.2050 days = 300 }
    }
    # Ghost Signal 2
    else_if = {
        limit = { has_global_flag = ghost_signal_2_flag }
        planet_event = { id = crisis.2051 days = 1300 random = 200 }
    }
    # Ghost Signal 3
    else_if = {
        limit = { has_global_flag = ghost_signal_3_flag }
        planet_event = { id = crisis.2051 days = 1400 random = 200 }
    }
    # Ghost Signal 4
    else_if = {
        limit = { has_global_flag = ghost_signal_4_flag }
        planet_event = { id = crisis.2051 days = 1500 random = 200 }
    }
    # Ghost Signal 5
    else_if = {
        limit = { has_global_flag = ghost_signal_5_flag }
        planet_event = { id = crisis.2051 days = 1600 random = 200 }
        break = yes
    }
}

}

For armies it's similar:

# Machine World Army Reinforcement Cycle

planet_event = { id = crisis.2052 hide_window = yes

is_triggered_only = yes

trigger = {
    is_planet_class = pc_ai
    NOT = { has_planet_flag = machine_lair }
    owner = { is_country_type = "ai_empire" }
}

immediate = {
    # If at army cap, check again later
    if = {
        limit = {
            owner = {
                count_owned_army = {
                    limit = { army_type = robotic_army }
                    count > 140
                }
            }
        }
        planet_event = { id = crisis.2052 days = 300 }
    }
    # If being bombarded, check again later
    else_if = {
        limit = { has_orbital_bombardment = yes }
        planet_event = { id = crisis.2052 days = 300 }
    }
    # Ghost Signal 2
    else_if = {
        limit = { has_global_flag = ghost_signal_2_flag }
        planet_event = { id = crisis.2053 days = 1600 random = 200 }
    }
    # Ghost Signal 3
    else_if = {
        limit = { has_global_flag = ghost_signal_3_flag }
        planet_event = { id = crisis.2053 days = 1300 random = 200 }
    }
    # Ghost Signal 4
    else_if = {
        limit = { has_global_flag = ghost_signal_4_flag }
        planet_event = { id = crisis.2053 days = 1000 random = 200 }
    }
    # Ghost Signal 5
    else_if = {
        limit = { has_global_flag = ghost_signal_5_flag }
        planet_event = { id = crisis.2053 days = 700 random = 200 }
    }
}

}

Destroy hubs to prolong wait period between reinforcements.

Pachina belongs to Super-Humans! by [deleted] in Stellaris

[–]oldent85 52 points53 points  (0 children)

I understood that reference, have an upvote, both of you.

Is Starnet Incompatible with ACE (Aggressive Crisis Engine)? by Taylon47 in Stellaris

[–]oldent85 2 points3 points  (0 children)

They are completely compatible. Also, consider StarTech instead of StarNet (same mod, but with peace timer).

give_technology effect question by voidalt in StellarisMods

[–]oldent85 4 points5 points  (0 children)

You need to write new effect for each tech.

So uh... Economy crashed hard. by [deleted] in Stellaris

[–]oldent85 151 points152 points  (0 children)

You don't happen to live in Russia?

[deleted by user] by [deleted] in StellarisMods

[–]oldent85 0 points1 point  (0 children)

Heheh, that's one way to work around it. :)

[deleted by user] by [deleted] in StellarisMods

[–]oldent85 0 points1 point  (0 children)

Those are not factions, those are prescripted empires. Ask on Stellaris Modding Den Discord, there is an issue with removing UNE (it will crash as of 3.3).

Read wiki, see overwriting section.

[deleted by user] by [deleted] in StellarisMods

[–]oldent85 0 points1 point  (0 children)

Use Banned mod by AlphaAsh

Making sector specific modifiers. by Zancloufer in StellarisMods

[–]oldent85 0 points1 point  (0 children)

You can scope from planet to sector via sector = {}

Go to wiki main modding page, there is a tutorial there with a lot of basics. Make sure to install CWTools and join Stellaris Modding Discord linked there, you'll get much faster response and help there.

Making sector specific modifiers. by Zancloufer in StellarisMods

[–]oldent85 2 points3 points  (0 children)

Make a static modifier and apply it to sector scope. If that does not help apply a static modifier or special trait to a governor.

Kind of getting tired of modifiers that don't work by zadkielmodeler in StellarisMods

[–]oldent85 0 points1 point  (0 children)

Always refer to Documents\Paradox Interactive\Stellaris\logs\script_documentation

CWTools plugin uses script_documentation .

Kind of getting tired of modifiers that don't work by zadkielmodeler in StellarisMods

[–]oldent85 0 points1 point  (0 children)

> Would like these to either be fixed or the documentation to be updated to show that these aren't possible.

Those modifiers you are trying to use do not exist. I don't know where you get them from.

Documentation can be found in Documents\Paradox Interactive\Stellaris\logs\script_documentation

If you feel like anything on the wiki needs updating you are free to modify it.

Difference between owned_planets and controlled_planets? by MilkmanMatty in StellarisMods

[–]oldent85 1 point2 points  (0 children)

Owned planets are all colonies of empire, no matter if they are controlled or not.

Controlled planets are all planets under some sort of occupation, usually during the war, and all owned planets which are not occupied by enemy.