Stellaris
(3.10.x) The Prime Flesh (Modjam 2022)
82 Yorum
knytet 31 Mar @ 4:45 
Long time Running "bug". When you enter a war with the prime flesh due to it declaring war on an ally, the situation does not start.
Salv 24 Şub @ 11:25 
Oh, I forgot to mention, I was play on normal difficulty, MGSY @ yr 50.

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.
Salv 24 Şub @ 11:01 
Maybe it's by design, but the rewards for this crisis are VERY overpowered, especially in the hands of the player. Giving mini-Particle Lances that can be used on cruisers (or even destroyers) is really gamebreaking, I didnt even need to try the torpedoes which kind of looked like the ones from the prethoryn scourge.
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.
Salv 24 Şub @ 10:54 
There are a couple of minor spelling mistakes on some of the event texts.
Salv 24 Şub @ 1:05 
Hello, is it normal that the prime flesh vassal doesn't expand borders? Or I guess even rebuild destroyed starbases even when it's still the crisis?
Smeghead 21 Kas 2023 @ 4:36 
It did, thanks!
Evereal  [yaratıcı] 21 Kas 2023 @ 4:22 
@Smeghead:

This mod functions fully without the Modjam2022 mod, it will trigger automatically at the mid year start date.

Hope that helps!
Smeghead 20 Kas 2023 @ 8:01 
Does this still require the Modjam2022 main file to function?
Evereal  [yaratıcı] 26 Eyl 2023 @ 4:38 
@Efeyabel:

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!
Efeyabel 26 Eyl 2023 @ 2:49 
Hello @Everal

I know the language is English. But I would offer to translate it to Spanish. I have found some mods that have several languages
Evereal  [yaratıcı] 26 Eyl 2023 @ 2:40 
Hey @Efeyabel;

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!
Efeyabel 26 Eyl 2023 @ 0:58 
Hello! Can I help you to translate the mod into English?
Ave Imperator 24 Eyl 2023 @ 15:13 
Huh for some reason the page hasn't updated.
Evereal  [yaratıcı] 24 Eyl 2023 @ 7:31 
@ainsley:
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 :)
ainsley 18 Eyl 2023 @ 13:03 
update to 3.9 pls
CK 27 Ağu 2023 @ 8:14 
Hello I like this mod but have you considered adding the ability to set the percent chance that this crisis fires? I would love to have it happen not every game and have it be more of a surprise (like 20 - 50%). The Modjam mod doesn't really help in this regard since this is the only mod I want to use from that list. Alternatively, is there a setting in the mod I can just change myself by going into the code?
Aphyxia 24 Haz 2023 @ 13:12 
No worries. In the game before I could fight them for a sufficient time until my AI vassal ended them making the prime flesh actually my new vassal. I love how that worked out.
Evereal  [yaratıcı] 24 Haz 2023 @ 7:17 
@Spider:

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.
Aphyxia 23 Haz 2023 @ 7:32 
In my last game, AI ended the crisis in record time, communing with the flesh and vassalizing them. I didn't take the time but I reckon it was only a couple of years after they popped up lol.
Spider 23 Haz 2023 @ 6:57 
So, I have to say, I finally gave this one a play, and I absolutely love the twist at the end. Very, very well-done.

I would love to see some 'epilogue' events, like if you choose to spare the Prime Flesh.
Evereal  [yaratıcı] 28 May 2023 @ 19:59 
Hey @Rawr'kraine:

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.
Rawr'kraine 🐉 26 May 2023 @ 5:24 
Well to be fair, many of the other entries had crisi that had power levels that rivaled if not exceeded the endgame ones (or just were not really something you fought directly). From what I've seen so far yours is much, *much* more balanced.
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!
Evereal  [yaratıcı] 22 May 2023 @ 1:45 
Hey @deaconblues:

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!
CK 16 May 2023 @ 9:41 
Hello. I was wondering how strong are the enemy fleets in this mod (fleet power)? I ask because some of the other mods from the modjam I found are ridiculously OP for a midgame crisis. I don't typically min/max or run other OP mods so was just asking if this crisis is designed with that in mind. Thank you!
Evereal  [yaratıcı] 5 May 2023 @ 6:53 
Hey @Ōkami

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!
Ōkami 5 May 2023 @ 2:20 
It seems that using a Nicol-Dyson beam on the home system of the Prime Flesh causes a crash. I am not 100% certain this is the cause but I believe further testing may confirm.
Xnake-Eye 20 Nis 2023 @ 12:30 
Thx, found it already ;-)
Evereal  [yaratıcı] 20 Nis 2023 @ 6:30 
Hey @Xnake-Eye:

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.
Xnake-Eye 19 Nis 2023 @ 6:42 
If I aktivate three of the modjam crisis mods. Are they going to trigger all at the same time? Or just one of them or one after another?
Evereal  [yaratıcı] 17 Nis 2023 @ 7:12 
Hey @MadHowa:

This is indeed a typo, thanks for letting me know.
MadHowa 16 Nis 2023 @ 15:46 
I believe this typo is from this mod, if I'm wrong sorry. Cosmic Visitor event- in the middle of the text"The first is a universal translator meant "ot" translate the second packet,"
FuZ_Lord 5 Nis 2023 @ 8:11 
Thank you so much
samsockeater 2 Nis 2023 @ 8:40 
yay!
Xnake-Eye 2 Nis 2023 @ 7:48 
Thanks!
Evereal  [yaratıcı] 2 Nis 2023 @ 7:23 
Hey @FuZ_Lord and Xnake-Eye

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.
Xnake-Eye 28 Mar 2023 @ 5:59 
pls, update :-)
FuZ_Lord 23 Mar 2023 @ 17:50 
update pls?
samsockeater 20 Mar 2023 @ 11:44 
i used that command in the end evereal and managed to get it to work
samsockeater 20 Mar 2023 @ 11:43 
ditto, this mod is bloody brilliant and i feel so bad for the poor hive mind
bua 14 Mar 2023 @ 4:58 
God, I just love all the midgame crisis from the modjam.
Do you plan to update the mod once the new patch drops?
(Will it even need one?)
Evereal  [yaratıcı] 7 Mar 2023 @ 3:23 
Hey @samsockeater:

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.
somesleepyguy 6 Mar 2023 @ 23:11 
Heya, just finished the Crisis, and figured I'd jot down my thoughts. Crisis began with a bang as an act of charity revealed the sleepy hangry Flesh. Tribute was offered, but time was needed to prepare my new Battleships. No way my Egalitarian Lithoid War Council could justify feeding sentient life into their insatiable maw? Feeding tube? Fortunately, the nearby Hive Mind had just finished insulting me. I could spare the capital of their empire (92 pops). I like this part of the Mod, trying to justify sacrificing your rivals just so you have a better shot. All those plans came to nothing though since my Vassal decided to declare war on the Prime Flesh at the same time. Meant I was at war as well, but none of the plagues and cult events triggered for me. Unexpected benefit. I had easy access to two of the wormholes, through a bunch of other wormholes already in my empire. Final battle became trippy cosmic roadtrip. I do like the ending text once Sola Civitas is taken.
samsockeater 4 Mar 2023 @ 14:21 
how long after midgame does it take to start? trying to work out if it's just not been long enough or if its broken
barricadedpurifier 28 Şub 2023 @ 20:50 
Do we need modjam to get this working?
Evereal  [yaratıcı] 11 Şub 2023 @ 0:32 
Hey @IDHAGN:

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 :)
Ave Imperator 10 Şub 2023 @ 13:51 
What difficulty setting would you recommend for 2300 mid game start date?
Evereal  [yaratıcı] 9 Şub 2023 @ 23:52 
Hey @Battlespark:

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!
Battlespark 9 Şub 2023 @ 20:43 
I really enjoy this event. Most of the time i cant get to them, due to borders being closed and such. With all the mods i run though, they start out strong then ..die off or are captured pretty quickly. Running NSC, ACOT, Zeneith of the fallen empires and such im sure influences this a bit.

Hopefully one of these games i can get to fight em haha.
Danger Pancake 9 Şub 2023 @ 9:16 
just wanted to ask but is there a command to start the situation bar to appear? im in a war with them but I dont have the crisis bar.
Hark 4 Şub 2023 @ 20:03 
Okay, thanks. Unsubscribed, re-subscribed to your Mod. Reloaded Stellaris, but no luck :(

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.