安装 Steam						
					
				
				
									登录
											 | 
						语言
						
																																															繁體中文(繁体中文)
																													日本語(日语)
																													한국어(韩语)
																													ไทย(泰语)
																													български(保加利亚语)
																													Čeština(捷克语)
																													Dansk(丹麦语)
																													Deutsch(德语)
																													English(英语)
																													Español-España(西班牙语 - 西班牙)
																													Español - Latinoamérica(西班牙语 - 拉丁美洲)
																													Ελληνικά(希腊语)
																													Français(法语)
																													Italiano(意大利语)
																													Bahasa Indonesia(印度尼西亚语)
																													Magyar(匈牙利语)
																													Nederlands(荷兰语)
																													Norsk(挪威语)
																													Polski(波兰语)
																													Português(葡萄牙语 - 葡萄牙)
																													Português-Brasil(葡萄牙语 - 巴西)
																													Română(罗马尼亚语)
																													Русский(俄语)
																													Suomi(芬兰语)
																													Svenska(瑞典语)
																													Türkçe(土耳其语)
																													Tiếng Việt(越南语)
																													Українська(乌克兰语)
																									报告翻译问题
							
						
											




https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2558262194
Besides Deadly Tempest, Crisis Manager 2.6, this could be another choice worth a try.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2036051710
AI empires cannot use this voluntarily in any case.
On the other hand, if you enable also End-Game Edition , you (human player) can force an AI empire to use this from the menu of the End-Game Edition.
The real crisis.
I've not tested anything for 2.2.5.beta, but I think this mod is probably compatible with that as far as I roughly read source code of that.
Would this be compatible with 2.2.5 beta ? AFAIK there werent any changes to crisis.
I know it isnt supported, but does it make sense for me to even test if its working?
Greets!
A bit of effects and events still remain, though they are joke events. They will happen when you annihilate all creatures in the galaxy.
This mod is independent of end-game crises and mid-game ones.
In other word, this mod does not trigger or prevent them.
The name with "Player Crisis" is figuratively expression.
Fantastic mod NaK. Great concept! I've got a few custom empires I see as being capable of crisis-level shinanagins and I think I'll use this mod and certain console cheats to test it out.
That is just as CaptainKampfkeks says.
If you want to do test play, please input "event CrisisManagerControl.510" to console. Then effect of this mod will be executed (its prerequisites are ignored) and you can see the effect of this mod.
@CaptainKampfkeks
Thank you for answering on behalf of me.
Following 3 interferences.
- After a total war of this mod happens, the empire will be able no longer to add claims to enemies territory, This will be ignored if Zenith is enabled.
- Both mods modifies same policies. In this case, ones of this mod will be ignore.
- Maybe, a total war of this mod ignores some of empires added by Zenith.
@SgtPeppersSoul
When all pops in the planet are killed by the bombardment, it takes one of following 3 effects.
- Change to Tomb World (Similar to Armageddon)
- Change to Toxic World with Terraforming Candidate
- Change to Toxic World without Terraforming Candidate
The effect is chosen randomly, so description of this bombardment in the game is " May reduce planets to lifeless world that any lifeforms are never able to live on", but not "Will reduce ..."