Stellaris

Stellaris

Marauder Expanded: Dwamak Editions
90 kommentarer
Ciaphas Cain 31. juli 2024 kl. 11:11 
So does this still work??
Diiablox 4. juni 2024 kl. 2:00 
This is fantastic. Is there any way you know of to allow customisation of Marauder empires? even if it's just the portraits, his would work so well for Orks in my 40k game aha
Kamisori 21. mar. 2023 kl. 0:18 
is this compatible with the other marauder mods?
n.pedrazalis 1. dec. 2022 kl. 2:47 
Hello uptate for major uptate last version please all mods are broken thank you
n.pedrazalis 11. nov. 2022 kl. 1:01 
uptate ? please
Sjru 🐲 23. feb. 2022 kl. 20:02 
Update?
Punished Dwight 31. okt. 2021 kl. 12:10 
Thanks, I'll give it a better look. Sorry for being lazy.
Cheers!
Chirumiru ShiRoz  [ophavsmand] 31. okt. 2021 kl. 12:08 
I have no clue, you have to check what does the mod change, and see whether they overwrite the same things.
Punished Dwight 26. okt. 2021 kl. 6:05 
@Chirumiru ShiRoz Do you think your mod is compatible with Fire Prince's?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2508704523
Do'tasarr o Khajiit 21. juni 2021 kl. 5:01 
Is this mod still working? Marauders are being demolished way too easy by everyone in my galaxy
Sjru 🐲 15. apr. 2021 kl. 19:43 
Will this be updated¿
CaptainKampfkeks 26. sep. 2020 kl. 14:07 
If you go through the comments, they field fleets that go into the millions. So with your few hundred thousands, you'll get deleted. :D
ShinyNobody 26. sep. 2020 kl. 11:05 
How storng should the fleets be? i think i have a deadly mod combo a stongest fleet is 220k, then 3 140k and 3 70ish XD i DEEEEEED
Chirumiru ShiRoz  [ophavsmand] 27. mar. 2020 kl. 5:37 
I'll need to know which part of the mod is not compatible, since this mod doesn't really overwrite any marauder event files, only their scripted effect spawn scripts.
Exende 26. mar. 2020 kl. 19:02 
last I checked this mod isn't really fully compatible with Mid-Game Crisis manager, has this been changed? If not, do you plans to make it fully compatible?
Chirumiru ShiRoz  [ophavsmand] 18. mar. 2020 kl. 2:17 
Yes
Sjru 🐲 17. mar. 2020 kl. 20:39 
Will this be updated?
Spider 3. dec. 2019 kl. 13:53 
Works just fine with 2.5 that I've seen.
ekoparker 12. nov. 2019 kl. 10:13 
Does it work with NSC?
Chirumiru ShiRoz  [ophavsmand] 5. nov. 2019 kl. 18:24 
Should be, I will update it to 2.5 soon.
Sjru 🐲 2. nov. 2019 kl. 19:57 
Does this work in 2.5?
Tadpole 20. apr. 2019 kl. 14:33 
Thank You
Chirumiru ShiRoz  [ophavsmand] 20. apr. 2019 kl. 13:33 
I do not see why it would not.
Tadpole 20. apr. 2019 kl. 12:44 
Does this work with NSC2 mod ?
dan5tr4n63r 16. apr. 2019 kl. 3:30 
Aaaa OK...i do have 3 marauders on the map...i didn't know the more you have of them the more it takes to spawn GK...next game i will only get one marauder...Is the same with war in heaven event?...the more FE you have the less likely to spawn a war in heaven?
Chirumiru ShiRoz  [ophavsmand] 16. apr. 2019 kl. 2:57 
Which is why I suggest to just grab the Mid Game Horde 100%, which will simply make the Horde happen exactly at the start of mid-game year.
Chirumiru ShiRoz  [ophavsmand] 16. apr. 2019 kl. 2:57 
Again, that is how the base game is, the MTTH can take up to 100 years after 10 years of mid-game. It will also have twice the amount of time if there are three marauders.

This means that you can get up to 200 + 10 years after mid-game before Marauder Horde happens.
dan5tr4n63r 16. apr. 2019 kl. 2:35 
But my game has 2300 as mid game...and now 2389 the GK has spawn...90 years after mid game...so is not 30-50ish...more like 30-90ish..
Chirumiru ShiRoz  [ophavsmand] 16. apr. 2019 kl. 2:15 
This mod doesn't alter the Khan spawn chance at any shape or form, it doesn't alter any events, its basically how marauder horde is supposed to happen in vanilla.
Chirumiru ShiRoz  [ophavsmand] 16. apr. 2019 kl. 2:14 
No. If you have 100% Mid Game Khan, the Khan will always spawn exactly as the year you put the mid game year as.
dan5tr4n63r 16. apr. 2019 kl. 2:13 
So with "100% Mid Game Khan." mod enabled and this one, the GK will spawn 2250-2285ish and just with this mod alone, the GK will spawn 30-50+ after the 2300????...if i got this right...pin it to description...if you want of course..
Chirumiru ShiRoz  [ophavsmand] 16. apr. 2019 kl. 1:57 
I suggest to just grab the 100% Mid Game Khan.

Without it, it can take almost over 30-50+ years after Mid Game for GK to happen. In one game, I set Mid Game to 2250, the Great Khan appears at 2285ish.
dan5tr4n63r 16. apr. 2019 kl. 1:53 
Again started another game and the year is 2386 and still no Great Khan spawn...i disabled a lot of mods(not all) and still so late with no Khan spawn...I really wonder if is just me or if this is normal for this mod...i'll let you know when they really do spawn(the year)...Could this be interfering with Gulli's ship components???(that's the major mod enabled that the AI take advantage of).
Chirumiru ShiRoz  [ophavsmand] 2. apr. 2019 kl. 6:50 
I am memeing Sekiro : Shadows Die Twice lol
dan5tr4n63r 2. apr. 2019 kl. 5:21 
@Chirumiru ShiRoz ...Great...But don't they die twice?...or you mean specifically to just Khan to die twice?...so then it would be 3 wars(1khan 2khan 3his successor)???
Chirumiru ShiRoz  [ophavsmand] 2. apr. 2019 kl. 4:07 
Also while my roster is full atm, I plan to eventually get back to this mod and expand upon it.

I will make Marauders great again.

Great Khan : Marauders Die Twice
Chirumiru ShiRoz  [ophavsmand] 2. apr. 2019 kl. 4:06 
Yes they are compatible.
dan5tr4n63r 2. apr. 2019 kl. 3:27 
@Chirumiru ShiRoz Is 100% Horde Mid-Game compatible with your mod by any chance?...if so...you should add it to your mod description(maybe)...if not...is ok...i like this mod...is funnier...you have a sense of humor in your mod that i like..the reason i asked is because is the first time Great Khan spawns almost to the War in Heaven...
Chirumiru ShiRoz  [ophavsmand] 1. apr. 2019 kl. 20:54 
The marauders by default has a very lengthy time before they turn into a horde, if you want them to awake faster, try the 100% Horde Mid-Game.
dan5tr4n63r 1. apr. 2019 kl. 13:53 
In my recent game...the marauders(i.e great Khan) spawned almost to 2400...is there something wrong to my game?...and after a few years the fallen empires awoke...LOL:steamhappy:
Chirumiru ShiRoz  [ophavsmand] 1. apr. 2019 kl. 10:46 
a real one lol.

I noticed that the marauders tend to die way too easily lately, so I buffed them a bit.
tmonahan23 1. apr. 2019 kl. 10:45 
Is this a April Fools update or a real one lol 🤗
Chirumiru ShiRoz  [ophavsmand] 28. mar. 2019 kl. 3:50 
I really need to squeeze sometimes to go back to this mod. I have so much concepts and designs for the marauders that I never get to really implement them >.>
Joles 28. mar. 2019 kl. 2:09 
OK..thanks for the quick check. I think it is related to raid and war happening at the same time for the involved parties. Somehow the raid-fleet misses a check or so. But really hard to tell. The last instance a small fleet was very slowly destroying the much bigger raid-fleet hovering over a planet without any resistance until another fleet came in.
Chirumiru ShiRoz  [ophavsmand] 28. mar. 2019 kl. 0:29 
Yep, I rechecked everything and cannot find anything that'd be related to it. I think this may be a vanilla issue.
Chirumiru ShiRoz  [ophavsmand] 28. mar. 2019 kl. 0:25 
I think I have seen that happen once or twice but I checked the files and cannot see any problems at the moment, I will check again just in case.
Joles 27. mar. 2019 kl. 23:40 
Hi..in principle great mod but I think for 2.2.6. it has a bug where raiding fleets (also for the Khan event) stay neutral when get attacked. They seem to be stuck in the process of raiding a planet or being hostile to a raided country. They defend themselves when another fleet is comg in to attacl. Of course that is so seldom you see it as a player that you can hardly play-test it (I saw three instances of it). This was not updatetd for 2.2.6. so maybe that broke something.
eldiabs 12. dec. 2018 kl. 12:36 
That ADS looks awesome! Trying now. This is what space pirates should be.
Chirumiru ShiRoz  [ophavsmand] 9. dec. 2018 kl. 8:51 
So uhh I updated this mod to 2.2

WHY DID I UPDATE THIS BEFORE MY OTHER MODS???
Chirumiru ShiRoz  [ophavsmand] 17. okt. 2018 kl. 16:46 
I also added the She of the Void's weapons but they are not yet implemented and the techs are hidden. But if you really want to try being palpatine, you can try console to get them lol.