Stellaris

Stellaris

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Monster Waves 2
   
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1 May, 2017 @ 9:31am
20 May, 2017 @ 4:07am
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Monster Waves 2

Description
Stellaris version supported: Adams v1.6
Monster Waves 4 for Stellaris 2.0 has been released!

Monster Waves 2
This mod spawns space monsters continuously. I found the idea of having space monsters as opponents fun but after the early phase of the game you soon forget them as they are extinct. Not anymore!

Each month there's a chance that a fleet of each type of monster will spawn somewhere in the galaxy. They will spawn at a planet or star depending on their attraction. You can set the chance using the Monster Waves policy settings. Some monsters will not spawn in the first decennia of the game.

New in this version: Monstrosities which are on a completely different level from normal monsters and require a large fleet to defeat. Three of these Monstrosities have been created by using existing Vanilla assets while the two others come from the Leviathans DLC. You can use the Monster Waves Monstrosities policy settings to determine how many will appear or disable them.

I wrote this mod as a companion mod for Novio Magnum but it is not required.

There's also a Pirates edition.

Monsters
The following monsters might appear when using this mod:

Tiyanki
The Tiyankis are the most common of space monsters and they will not attack unless provoked. Half of the time they are accompanied by a Matriarch which is a slightly more powerful variant and they can have as many as five younglings with them. They are attracted to gas giants and strategic resources of the gas variant. They will start appearing from the start of the game.

Some Tiyanki fleets may turn hostile. This is meant to keep the population down. Hostile Tiyankis will attack passive Tiyankis. The Tiyanki country will not turn hostile towards you if you attack the hostile Tiyankis.

Monstrosity: If you own and activated the Leviathans DLC a Wraith might appear mixed in with Tiyankis if any player country has at least 35k fleet power by default. Lore: when a Tiyanki is exposed to too much radiation from certain stars they mutate into Wraiths.

Amoeba
Space Amoebas hunt Tiyankis and are aggressive. They are pretty powerful and will occasionally destroy an orbital facility. They come in 4 different colors which can all be found in any fleet. If they're not hunting Tiyankis they will visit molten and toxic planets. They will start to appear 12 years after the start of a game.

Monstrosity: If you own and activated the Leviathans DLC a Dragon might appear mixed in with Amoebas if any player country has at least 55k fleet power by default. Lore: in the rare case that an Amoeba actually hatches, a Dragon is born!

Cloud
Void Clouds are an energy based lifeform who is attracted to stars. A fleet might contain up to 20 Void Clouds. They will start to appear 25 years after the start of a game.

Monstrosity: A new type of cloud might appear mixed in with Void Clouds if any player country has at least 70k fleet power by default. Lore: the Ether Cloud is a extremely powerful variant of the Void Cloud, origins unknown. It seems capable of absorbing shield power and distributing it to its allies.

Drone
When the Ore Grinder is destroyed the Ancient Mining Drones will loose their passive behavior. They will send large fleets of drones out into the universe to find barren worlds and precious metals to exploit. They will start to appear 37 years after the start of a game.

Monstrosity: A powerful carrier drone might appear in Drone fleets if any player country has at least 85k fleet power by default. Lore: rarely used because of its ridiculous size the Ancient Carrier Drone is capable of mining whole planets. Equipped with almost 100 small drones and armed with extremely powerful lasers. It's also capable of using extremely small drones to heal its allies.

Crystal
When the Crystal Nidus is destroyed the Crystals decide to establish a new hierarchy. They will now venture out into space to find frozen planets and strategic resources. All fleets consist of blue, green, yellow and red Crystals. They will start to appear 50 years after the start of a game.

Monstrosity: A very large solid Crystal might appear in Crystal fleets if any player country has at least 100k fleet power by default. Lore: the Crystal Core's existence is enough to spread fear into enemies and give moral support to nearby crystals.

Settings
You can use the "Monster Waves" policy settings to set the chance monsters will appear. The minimum chance is 1% (averaging 1 monster fleet of each type every 100 months) but you can increase this to up to 100% (averaging 1 monster fleet of each type every month). Default chance is 5% (averaging 1 monster fleet of each type every 20 months).

Compatibility
Should be compatible with almost all other mods except previous Monster Waves versions.

It's compatible with existing saves.

Disabling
You can disable the Monster Waves with a country edict called "Disable Monster Waves" which will stop them from spawning while active.

You can also seperately disable the Monstrosities from appearing using the Monster Waves Monstrosities policy settings.

If you decide to disable this mod through the game loader new monsters will no longer spawn and existing monsters spawned with this mod will no longer move from system to system or they might disappear.

Notes
The fleets in this version of the mod are larger than in the previous version. The monster also have more extensive fleet orders.

If you wish to spam your galaxy with a lot of monsters set the policy settings to once a month and use
event monster_waves.1
in the console to spawn one fleet of monsters of each type.

Multiplayer
In a multiplayer game the policy of a random player (who has not disabled spawning using the edict) will be used to determine the spawn chance. If all players except the host disable the mod using the edict only the policy settings of the host will be used.
Popular Discussions View All (1)
6
23 May, 2017 @ 9:07am
Difficulty levels
CaptainKarma
47 Comments
Permanganate 7 Jun, 2017 @ 12:52pm 
Are these things meant to occasionally spawn right next to a station and blow it up? Not a feature I'm a fan of.
ScepraX  [author] 23 May, 2017 @ 6:28am 
I wish I could do that as it would save me work, I'd keep subscribers and it's much more user friendly. I prefer updating. But adding it as an option would require me to write a lot of redundant code and would make it hard to find balance. And as I have several mods that add policy settings I'm trying to keep them as small as possible.

The main problem is that mod updates are not optional. Everyone would get the update immediately when restarting the game. And with this latest update monsters from an existing save game might become even more powerful than they were meant to be; a Crystal Core with double the amount of hitpoints (I came across one with 200k fleet power during testing), a crystal fleet that's suddenly three times as strong as it was when you last exited the game, etc. Some people might also prefer to be attacked by monsters while not having a lot of fleet power.

The older versions of Monster Waves should still function as designed.
Foxycfreezy 22 May, 2017 @ 7:06pm 
So with this release of the third one are you dropping support for this version like you did with the first version? Why not just do it as one mod with updates, and as Looking at the new version based on the discription you just made the monster fleets stronger, why not just add options to change it in game ie like the month spawning rate, rather than relaseing a diffrent version? Surely your mods would grow in popularity more if you kept with the one for more than a month jumping to a diffent upload. Not trying to be negative but just giving some constructive thoughts on how you update as a user of your mods which I enjoy very much.
ScepraX  [author] 22 May, 2017 @ 1:42pm 
Released Monster Waves 3 !
ScepraX  [author] 17 May, 2017 @ 9:58am 
@Doomwarrior: I've not found a way to actually find out which country is the host. I can check if it's a multiplayer game and if a country is player controlled, but it seems to end there. It's only possible to restrict the functionality if I could compare country indexes or have a trigger that finds out who's the host.
Doomwarrior 17 May, 2017 @ 9:51am 
Sounds about right, probalbly complicated to just have the host make that call i guess?
ScepraX  [author] 17 May, 2017 @ 9:45am 
@Doomwarrior: I've modified the way the mod handles the edict so the mod will only be deactivated if all of players disable it though the edict during a multiplayer game (instead of any). Any settings from players that have done this will not be used. If all but one player disable the mod using the edict during a multiplayer game, that player has full control over the policies related to this mod and can act as the host.
ScepraX  [author] 16 May, 2017 @ 1:47pm 
@Doomwarrior: I'll see what I can do. Curious how another mod can make policies vanish...
Doomwarrior 16 May, 2017 @ 12:58pm 
There are 2 things that would make that mod even better:
Host based settings for the Game and ISBS Compatibility since the Monster Waves 2 policies vanish as soon as isbs is active. Could you have a look at it?
Snarky 15 May, 2017 @ 10:51am 
OK! so, Just got to about mid/end game, and I activated the "every month spawn" and "full" SO MANY CRITTERS!!! lol it's almost overwhelming. I DEFINATELY suggest the "Defense fleet" mod (No FTL becomes an option for fleets, beats the hell outta stations) I'd be starportless if not for that mod xD but damn guy, awesome mod, I'm loving the constant assaults, keeps me on my toes lol