Stellaris

Stellaris

Behemoth Fury Tweaks
71 条留言
Sjru 🐲 10 月 26 日 下午 12:47 
Maybe you can have an optional branch that allow a not full galactic war? Like a situation for a more pacifist route?
Kalisalos  [作者] 10 月 12 日 上午 7:14 
@Tzucaza - We did consider it, and there are certainly arguments to be made in both directions. Ultimately, we decided that this mod was about rebalancing the crisis to make it more fun, rather than overhauling it more substantially and changing its broader-scale gameplay in ways that would diminish the enjoyment of many players. (I know that Cosmo is quite controversial too for not causing one - it's flavorful, but it makes the crisis harder to combat and more 'passive'.)
Tzucaza 10 月 11 日 上午 4:12 
Did you consider removing/changing the forced galactic war?
When you reach level 5, "Primal Roar" just ends all possibilities of diplomacy.

The end goal of the path is not destroying everything. You don't even do it on accident (see Cosmogenesis).
You as a player need to start killing off other empires, while Cosmogenesis consumes living beings in the Synaptic Lathe for research purposes and no one bats an eye...
At the very least my "friends", Federation members, for example, should understand that I am not a threat.

My suggestion would be to change "Primal Roar" to:
-1000 Opinion with all empires
-100% diplomatic weight
Unlocks the Hunger casus belli

Maybe even more debuffs to make it balanced, but you get the idea. Maybe heavier debuffs while level 5 is ongoing, but when you stay the debuffs get weaker?
Kalisalos  [作者] 9 月 29 日 下午 4:51 
@Journeyman Prime - Yes, that is what happens.
Journeyman Prime 9 月 22 日 上午 11:02 
Is it possible to (after choosing "linger in this galaxy for now") have your empire "die" and the Behemoth become your empire? So you can actually RP as the ascended Behemoth, no longer living that mundane, planetbound existence?
SteelBlood 9 月 5 日 下午 2:45 
No worries, thanks for letting me know!
Kalisalos  [作者] 9 月 5 日 下午 1:52 
@SteelBlood - Sorry for the slow response, I was travelling. The changes to the Growing Pains situation are also not save game compatible (as in if you started the vanilla situation rather than the modded one), as everything related to situations is set when it is initialized. Everything else should be save game compatible as far as I recall.
SteelBlood 8 月 28 日 上午 12:50 
Are other things not save game compatible?
SteelBlood 8 月 27 日 下午 3:45 
Thanks, I appreciate the response. I did unlock the crisis before using this mod, so that command is what I would need then. Keep up the good work!
Kalisalos  [作者] 8 月 27 日 上午 10:04 
@SteelBlood - The required technology, "Orbital Feed Systems", should appear as a guaranteed tech option once you unlock the crisis. I just validated that this works in the current patch.

However, if you're using an old save and unlocked the crisis before installing the mod, it will not retroactively give you the option. In this case, you can use the following console command to just give yourself the technology:

effect give_technology ={tech = tech_bft_feeding_trough}
SteelBlood 8 月 25 日 下午 7:19 
How do you build the megastructure? Even tried using commands to unlock all tech, but no tech for it showed, nor did it appear in my megastructure build list. Am at crisis level 4.
Kalisalos  [作者] 8 月 22 日 下午 12:26 
@Cyph the Terrible - Thanks for the report! I'll mark it as incompatible for the moment, and when I have time, I'll look into Hyperconstructs and see if I can work around it or potentially release a compatibility patch.
Cyph the Terrible 8 月 19 日 上午 7:58 
This mod is incompat with Sparble Hyperconstructs' latest update which adds an alternative route for Behemoth at stage 4. I had initially thought it was a soft incompat with the Objectives stuff as I could still use the Trophic Array, but upon getting feral insight for stage 5 but not being able to... Yeah. Just warning since I don't want the same crushing defeat for others who may pair this with Hyperconstructs. Otherwise, this is a VERY good mod.
Kalisalos  [作者] 7 月 22 日 上午 6:35 
@The_Honored_1 - As far as I am aware! No one has reported any compatibility issues with it.
The_Honored_1 7 月 19 日 下午 11:09 
Is is compatible with ACOT?
Kalisalos  [作者] 6 月 28 日 下午 4:04 
@qwertyuiop181813: I just ran some tests on my side and it seems to work without issue, with Class III Behemoths being able to eat any non-allied planet. Was there a specific context where this wasn't working? Are you running mods that might conflict? And was this during main gameplay or post-victory?
qwertyuiop181813 6 月 26 日 下午 11:28 
During my last visit, I found that the third level behemoth was unable to devour planets properly
Kalisalos  [作者] 6 月 24 日 上午 9:18 
@<>===[}::::::::::::::::::::::::>: On the issue with Giga + Dynamic UI + A player not having biogenesis? If so, unfortunately, I have no current ETA. It is incredibly difficult to test where this might be coming from, as I cannot test it on my own, and it is a complex issue that is not purely from BFT. I acknowledge that my mod is the smallest of the three, and will attempt to figure out at least where it is coming from when I have the chance to sit down and troubleshoot with someone else, but I don't even know if it's something I can fix on my end.

@qwertyuiop181813: Was there another issue with recent updates? The mod was compatible with 4.0.20, haven't had a chance to check for 4.0.21 yet though.
qwertyuiop181813 6 月 22 日 下午 7:41 
We need to update
<>===[}::::::::::::::::::::::::> 6 月 22 日 上午 2:40 
Any eta on current known issue, would love to add this to my multiplayer modlist but that kinda makes it not viable, just wondering..
minillaaaaaaaa 6 月 10 日 下午 8:19 
Ye
Kalisalos  [作者] 6 月 10 日 下午 5:55 
@minillaaaaaaaa - Do you mean in the postgame after maintaining control? If so, that's a trade-off that I had to allow because of how wars, bombardment, and planet crackers are hard coded. I had to pick between having the C1/2 behemoths unable to bombard or having no hostile actions be possible against empires that weren't part of the crisis war, and I chose the former as being the less problematic option.

If it isn't in the postgame, though, I'd need a little more context - I just tested a C1 behemoth and it could bombard a planet just fine (while at war with the owner of course).
minillaaaaaaaa 6 月 10 日 上午 10:59 
behemoths under class 3 cant bombard planets without going in rage
Z0mbie 6 月 9 日 下午 2:29 
in that case perhaps its a combination of mods causing it
after hours of tinkering it was nearly 2 am so i didnt have the patience to test more thoroughly at the time but ill see if i can narrow it down further now that ive had some rest
ill send you a request on discord so i can send you updates on what i find there
Kalisalos  [作者] 6 月 9 日 上午 7:20 
@Z0mbie - I downloaded Giga and just tried making a random game to see if I could replicate the crash. Admittedly, I'm not very familiar with that mod (I played on a potato PC for a while and was afraid of the performance hit), but I set the option to have Fallen Empires spawn with 1-3 planetcraft. The game loaded without issue, and I confirmed that the FEs did indeed have planetcraft and attack moons. Could I get some more details about what settings you were running? If you're on Discord, I'm also kalisalos there if it makes communication easier.
Kalisalos  [作者] 6 月 9 日 上午 7:08 
@Aewon - Yeah, that should be fixed in Paradox's upcoming patch. Was a blanket issue that was introduced in the previous patch.

@Z0mbie - Interesting. I can try to take a look when I have a moment to see why this might be. It's admittedly a little daunting given how massive Gigastructures is, but I certainly wouldn't want my mod conflicting with *the* biggest makeover mod.
Z0mbie 6 月 8 日 下午 11:44 
after hours of tinkering trying to figure out why i was crashing as soon as i hit play on a new multiplayer game i figured id leave a comment for anyone else struggling
this mod seems to have a incompatibility with giga engineering attack moons and planetcrafts specifically
everything else seems fine but if i enable those two things in the settings it crashes
i assume its specifically when having fallen empires start with some which get generated the moment you hit play
i do have other mods enabled but after hours of troubleshooting im fairly confident in my conclusion
hope it helps someone else avoid the pain i just went through
maybe someone could even make a patch
Aewon 6 月 8 日 下午 6:54 
@Kalisalos hey, so from asking around apparently its a vanilla but something about biomass usage causes a you lose window to pop up and empire disappears, reason i thought it might be this mod is that event triggered RIGHT after i added this mod to my list
Siatru 6 月 5 日 下午 9:20 
@Kalisalos thank you!
Kalisalos  [作者] 6 月 5 日 下午 8:42 
@Soupiracy - Answered in that thread!

@Aewon - Hmm, not something I ever observed in my testing. Is there an event popping up? If not, is it because your empire is just disappearing or something? The only things this mod would do that would directly cause game end (and isn't identical to vanilla) are triggered when a Class IV behemoth dies, or when you win the game with Ascension. Both have associated events. Another thought is whether or not you're playing Wilderness - there is currently a game-breaking bug active (in vanilla) that causes Wilderness to randomly lose if you spend too much at once.
Aewon 6 月 5 日 下午 7:38 
heyo, so I'm currently constantly losing the game right now for some reason and idk why, i just selected the ascension perk behemoths fury and a year later i got a your empire has been defeated popup, this is during a multiplayer game and a small amount of other mods
soupiracy 6 月 5 日 下午 5:58 
Hey there! Was wondering if you read my suggestion in the feedback. Thanks!
Kalisalos  [作者] 6 月 5 日 下午 1:19 
@Siatru - Turns out I had fixed this in this version of the mod, but deleted that modification in the Victory-only version since I was more thinking about the effects it has throughout the games too (allowing uncolonized habitable planets to be eaten). I've now put that fix back into the Victory-Only version.
Kalisalos  [作者] 6 月 5 日 上午 7:42 
@Siatru - I will take a look at this after work! I thought it was set up in a way to allow this, but I may have screwed something up when setting up the code that allows it to work outside of wars once that ending is achieved.
Ambassador Hyperion 6 月 4 日 下午 8:49 
it was stellaris fixes
Ambassador Hyperion 6 月 4 日 下午 8:33 
never mind it might just be advanced ascension
Ambassador Hyperion 6 月 4 日 下午 8:25 
seems when using with mods like acot or giga it causes a infinite event pop up
Siatru 6 月 4 日 下午 8:11 
I'm using your other mod that affects the ending only but I feel like this is an issue for both cases either way. Just wondering if you know how to let me keep being able to use the EAT planet ability? I can't use it on any planet after I choose to linger except Pre-FTL planets.
Robin 5 月 30 日 下午 3:54 
Oh awesome, thank you! I'll give those a go
Kalisalos  [作者] 5 月 30 日 下午 2:36 
I personally had a good time with EvoPred and Shared Genetics as a civic, synergizes well with Behemoths since they have so much hull already. And Wilderness is completely bonkers with BF at the moment with how the Mindlink district works, so if you want to get to try that before it gets patched, now's the time!
Robin 5 月 30 日 上午 8:20 
Does anyone have any suggestions on what origin/civics to use with this?
I'm currently using https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1291960589 for the home system giving a dragon to join the behemoths + the overtuned origin, but I feel like things that boost the build speed of the eggs would be better
WRXKiller-GM 5 月 29 日 下午 9:35 
Damn
Kalisalos  [作者] 5 月 29 日 下午 9:24 
It does prevent achievements - the only mods that do not are (as far as I am aware) the purely cosmetic ones.
WRXKiller-GM 5 月 29 日 下午 9:23 
Love all of these tweaks but I got to quickly ask does this mod prevent achievements or is it achievement viable?
Kalisalos  [作者] 5 月 28 日 下午 6:50 
My pleasure! At the end of the day, this mod only exists to help people have more fun with the game, and if a simple thing like this helps you to do that, then it's worth a few minutes of my time haha. Have fun, and may your game be desync free!
EdenPilled 5 月 28 日 下午 6:48 
Fair point! Thank you so much! I'll give it a playtest but I cant see why it wouldnt given it's pulled from the same cloth. Thanks again <3
Kalisalos  [作者] 5 月 28 日 下午 6:42 
Taking things out is always easier than creating new things. Here you go!

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3489455300

Tested briefly, but I did not do a full game with it, only checked with a save right before EV was killed. I'd recommend giving it a whirl juuuust to make sure I didn't break anything elsewhere in the crisis.
EdenPilled 5 月 28 日 下午 6:34 
No rush at all but how long do you think that would take? We have a pretty big mp game this coming week and I'm hoping to use it. No biggee if not I get it this stuff can be tedious (i gave up on an event chain I was working on)
EdenPilled 5 月 28 日 下午 6:26 
That would be great if you could! Messed with the base mod and I like the changes but sometimes a close to vanilla run is nice haha. Many thanks!