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I noticed that the fresh prime homeworld had a garrison of like 7k+. I let the crisis take one of my worlds that had like 51 pops on it, and a garrison of like 6-7k defensive armies instantly spawned on the planet. That is vastly more army strength than I had or would be able to produce with my limited mineral income. Not without unemploying my forge drones, leaving me with less alloys for ships to fight the crisis with (and even then, you are have a limited amount of armies you can create based on your pops). And I'm pretty sure the AI would fair far worse than me. I've seen some AI get like 4k+ army strength by like yr 140 or something, not like yr 60. I don't think the AI would be able to take back any of their worlds if the garrisons are like this. Maybe it's based off of # of pops? It was VASTLY faster to just research the special project and turn the crisis into a vassal than actually defeat it militarily.
Having the Bio-lances just destroyed everything that the AI was capable of creating with it's very bad ship design,
A bit odd to also have them drop the strike craft from the prethoryn scourge too.
The relic is also busted, especially the usage effect.
This mod functions fully without the Modjam2022 mod, it will trigger automatically at the mid year start date.
Hope that helps!
Sorry, my mistake. I would love it if you could translate this mod into Spanish!
If you have this mod installed, you can find the source files here:
<steam_install_location>\steamapps\workshop\content\281990\290951551
Feel free to have a look at the localisation files.
If you need any help from myself or want me to take some of the workload, reach out to me on Discord; my username is 'evereal'
Alternatively you can join the Discord server for this mod: https://discord.gg/9YvhG629Ps
Thanks again!
I know the language is English. But I would offer to translate it to Spanish. I have found some mods that have several languages
The mod is in English by default, if something else is happening, there might be a bug!
Let me know if you find anything strange. Thanks!
It is now updated for Stellaris 3.9. It should be good to go! Let me know if you find any issues. Thanks.
@CK:
With my main mod Solar Storm, you get a menu at the start of a game that lets you set a spawn chance. However if you just have The Prime Flesh installed, you can use the following command at the start of the game to set the spawn chance:
effect set_variable = { which = ss_PF_chance value = 0.25 }
To set the spawn chance to 25%. You could replace the 0.25 with 0.5 for a 50% spawn chance. NOTE: use only '0.25' or '0.5' as the numbers, otherwise it will break the spawning code.
Hope that helps :)
I am glad you enjoyed it. And yes, there is definitely scope for improvement! However, I sadly have little time for this (after devoting what spare time I have to my main mod) and I am happy to keep it in this state; (mostly) functional and bug free. Thanks for reaching out :)
@Aphyxia:
Oops, that sounds a bit uneventful! With lots of mods and certain game settings, the Prime Flesh can be a bit of a cake-walk on default settings. Hopefully its more interesting next time.
I would love to see some 'epilogue' events, like if you choose to spare the Prime Flesh.
I agree with you fully and thank you for your kind words. To be clear I respect the decisions the other modders made and don't think less of them, it's just interesting to see a difference in design philosophy.
Really like the choice between making them stronger or facing their wrath.
But yeah, I'm pretty sure the contest was intended to be balanced for *vanilla* Stellaris, the difficulty options are appericated for those who want a stronger foe so thanks for that!
On default settings, you can expect 10-30k fleets to begin with, but they scale up in strength over the course of the crisis to about 45-60k.
And to inject some personal opinion: some of the other MODJAM crises were made explicitly to be compatible with other mods, particularly *cough* Gigastructures *cough*. This is a good idea for longevity, but it can lead to what you described! Personally, it was hard to balance the crisis. I was aiming for stock Great Khan sort difficulty, but some feedback came from players who were obviously used to modded games with bigger numbers.
I am still open to feedback if you have any after playing the crisis. Thanks!
Thanks for the report. Typical Gigastructures breaking things. Unfortunately with those mod conflicts involved it can be very difficult to track down the problem, but I will keep it mind. Thanks anyway!
If you install the modjam crises individually I am pretty sure they will all fire at once at the midgame. If you install the MODJAM2022 mod manager as well, then you can customise how the modjam crises will trigger.
Hope the helps.
This is indeed a typo, thanks for letting me know.
Apologies for the delay, this mod is now updated for Stellaris 3.7.4 and should be good to go. Let me know if you find any issues. Thanks.
Do you plan to update the mod once the new patch drops?
(Will it even need one?)
It should spawn within 6 months of the mid game start year. If it didn't, something probably went wrong. You can try manuall triggering it with the command:
effect begin_crisis_PF22=yes
@somesleepyguy:
Sounds like you had a good time. I am glad you enjoyed it. If you have any suggestions or thoughts for improvement, I would be interested in hearing from you.
Thanks.
If you are using Solar Storm to get the full customisation options, try putting it up to 3x difficulty. If you are up for a challenge (you consider yourself an experienced player), turn on hard mode and 4x.
Hope this helps :)
I am glad you enjoyed it. Yeah in the context of those mods, this crisis becomes a bit... trivial. If you install Solar Storm (my other mod) in addition to this one, you get a menu at the beginning of the game that lets you customise the difficulty. Otherwise, you can set the mid-game year to an earlier date.
@Danger Pancake:
Check discord DMs.
Thanks!
Hopefully one of these games i can get to fight em haha.
Must be some other error. I'll move on... Thanks for taking the time to help!
And Congrats on winning in the ModJam2022, Top 3.