Stellaris

Stellaris

Military Enhancements 2.0 [Invasion Events and More]
380 Comments
perl 5 hours ago 
Genius mod
07Gasimli 6 hours ago 
@BaconDoneRight The events are probably the backbone of this mode, however I want it to be compatible with Gigastructures/Acot type mods (=
BaconDoneRight  [author] 3 Nov @ 4:14pm 
@Hjack9090 go right ahead, just attach a link to the original mod :)

I personally believe I'm going to do a 3.0 version of this mod sometime in 2025. Super busy now, and I'm not in a big stellaris mood ever since the update, but I think this mod has some fundamental system flaws that need to be worked on
Hjack9090 3 Nov @ 3:43pm 
Would you mind if I did some personal tweaks to this mod and then uploaded my own version of it? just planning mainly on removing armaments as they cause a lot of compatibility issues
Harley Cracker 27 Oct @ 8:12am 
@07Gasimli It got updated for 4.0. I assume it will eventually get updated for the more recent versions as well.
07Gasimli 27 Oct @ 4:37am 
I dont think this will be updated at all, if it gets update, I hope it is ACOT compatible
Harley Cracker 24 Oct @ 8:48am 
@MaecenasBod I would also like the older version of this mod. Well, it was fun while it lasted.
07Gasimli 11 Oct @ 2:00pm 
this does need an update, and extra resources that reduce the upkeep instead of just increasing it
strawber!ria 8 Oct @ 9:01pm 
Is there an easier way to deal with armaments? They're incredibly expensive to deal with, yet the AI always cheats and sticks 15 armies onto their planet...
CzarGopnik 4 Oct @ 6:45pm 
Can there be an option to remove the armaments resource? or at least add a better way to produce them then the one building type you start off with?
Ben_D⚜ 28 Sep @ 7:06pm 
@BaconDoneRight

I've gone ahead and uploaded a separate patch. It includes what you've done with your patch, plus all the other relevant info for the other mods I included. I'm just posting here as an f.y.i., and to say thanks for the green light to proceed.

I called it the Terrestrial Forces Compatibility Patch . I hope it helps a few people.
Gake 20 Sep @ 9:19pm 
Anyway for a "Military Enhancements Lite"? I like everything from this mod except the Armaments for compatibility issues and then also because the economy of it makes early wars require nuking.
MaecenasBod 7 Sep @ 10:33am 
Is there a way we can get this for the 3.14 patch? 4.0 is just garbage but I miss this mod.
erbmur 30 Aug @ 1:55am 
Can confirm that there is a conflict with #MODJAM2025
erbmur 30 Aug @ 1:21am 
disabled everything, def a mod conflict
erbmur 30 Aug @ 12:57am 
I know they should be there, but they aren't for me. must be a mod conflict then.
FenFenScreeScree 29 Aug @ 8:14pm 
Armaments ARE there; they're under the strategic resources tab with motes, gasses, crystals, etc
erbmur 28 Aug @ 1:22pm 
I also just had ground combat and took over a planet without any events occurring at all. Is that normal?
erbmur 28 Aug @ 1:03pm 
same as @Big Eared Du, I can't see armaments as a resource anymore
Big Eared Du 22 Aug @ 1:27am 
Cant see armaments
kudorek 20 Aug @ 1:27am 
Ok so please add a reason to exterminate the people planets instantly its wayyy more efficient to just use grid amalgation and make it a little slower while not giving the debuff and giving free energy. Mb just make it give a ♥♥♥♥ ton of unity when picking the option
asa 19 Aug @ 3:26am 
Please tell me how to get rid of the bug of empty windows that occur when installing this mod on 3.14
kudorek 18 Aug @ 5:30am 
Please add this to paradox site
I rly wanna play this with friends but they play on gog thuus i cant play with this
croot 16 Aug @ 4:10pm 
I'm not seeing the armament resource
Nocturnal_lp 15 Aug @ 2:13pm 
which while nice i want the war industry immersion that your armaments provide.
Nocturnal_lp 15 Aug @ 2:12pm 
@BaconDoneRight: I made sure to turn off everything except the universal resource mod and i got the same issue. I made sure to try your event only mod instead and i can recruit the war slaves in that version.
BaconDoneRight  [author] 15 Aug @ 1:02pm 
It should be fine.
@Nocturnal_Ip do you have any other mods that you think could be influencing it?
@DocHolliday It changes based on your ethics
Inmortuae Regem -.-.. 14 Aug @ 11:38pm 
Figured id ask: Is the patch with Giga now integrated/outdated or some variety of negative status and will 4.0 have any issue with the patch specifically.
Nocturnal_lp 14 Aug @ 10:40am 
There seems to be a bug (or maybe something i don't have toggled) but the war slave regiments doesn't seem to pop up even with the processing building. Any help would be appreciated id love to continue my Chaos dwarf galactic arms dealer empire.
DocHolliday 19 Jul @ 8:34pm 
I thought there was an option to re-roll names for the Gene Warrior program no? I only got 4 options and 3 of them were generic and weird like "warhammer" lol, I want them to be called space marines not warhammers... Amazing mod regardless.
asa 14 Jul @ 11:53am 
Please older version for 3.14
Atomandall 9 Jul @ 10:06pm 
Is there a console command for adding the armanents strategic resource?
Red Skull 9 Jul @ 4:39pm 
Mod clashes with Imperial Legions while using - More Emperor & Custodian Resolutions, and Galactic Unification

Mod also heavily clashes with ACOT / although ACOT has a feature to disable armies and such so maybe still compatible
eaT_sAnd 6 Jul @ 5:35pm 
nvm i fixed my issue i can just hover my mouse over rare resources and it shows up
SgtPeppersSoul 6 Jul @ 5:31pm 
I think with the new systems, gene warriors need an adjustment.

At the moment, their stats are better than assault armies, but their number is capped extremely low, requiring a whole building for every two additional armies. When used, especially with mods that can cause the enemy to have a lot of powerful defence armies, they just aren't worth it and require you to reinforce them with a lot of regular armies (which is an issue because the ground combat system sometimes just tosses them into the reserves).

I'd suggest either raising the cap per building by a fair bit or keeping it as is, but making the armies significantly more powerful
eaT_sAnd 6 Jul @ 5:29pm 
for some reason i cant see my armaments stockpile but the resource still exists and functions
BaconDoneRight  [author] 6 Jul @ 3:29pm 
@Welltonejoke Yeah, that's the issue. Did you download the Russian language pack by Tzverg in the mod dscription?
@Stepandia OOH ♥♥♥♥ thank you lol, forgot to do that. Will fix it as soon as my ISP restores my internet >:(
Welltonejoke 6 Jul @ 9:59am 
@BaconDoneright Ru, Thats the problem?
Stepanida 5 Jul @ 6:09am 
Dear mod author. Please copy the file "02_conquest_events_me" from this version of the mod to events only. It does not work in EO.
kudorek 5 Jul @ 3:25am 
Creator absolutely cooked, he made ground battle work before ground battle rework
BaconDoneRight  [author] 2 Jul @ 1:58pm 
@WElltonejoke What language is your game set in?
Welltonejoke 2 Jul @ 3:33am 
The idea is so good. I installed the mod but have description problems with most of the techs and events and etc. Something like TECH_UNLOCK_OFFICER1 and nothing more to understand what does this technology do, with 95% descriptions missed. No mods besides this one. Tried to install another random mod and placed yours lower in mod menu,but it doesnt help.
Ever Universe 25 Jun @ 1:22pm 
I hope it isn't a vanilla hard coded bug...
Ever Universe 25 Jun @ 1:21pm 
Is anyone else experiencing a bug where planetary invasions no longer happen and the planet gets instantly occupied by hostile armies regardless of the defending garrison?
Vlad_1492 25 Jun @ 12:37am 
Peak modding right here.
Nikal 23 Jun @ 1:44pm 
There's a small switch error here.
[21:36:08][trigger_impl.cpp:1193]: Script Error: Invalid context switch [leader] from PLANET [planet], file: events/01_ground_combat_events_me.txt line: 126, Scope:
type=planet
Sacred 5ausage 18 Jun @ 7:20pm 
WE ARE SO ♥♥♥♥♥♥♥♥♥♥♥♥♥ BACK!
Cloud 18 Jun @ 9:55am 
@BaconDoneRight Many, many other mods installed. Could simply be that then.
Do keep us updated on any changes you've got planned for a rework though!
BaconDoneRight  [author] 18 Jun @ 9:07am 
Hmmm. I don’t think that’s an issue with mine, I can sell food fine in my test playthrough. Do you have any other mods installed? I’m thinking for a 3.0 release, I remove the armaments resource and rework things as it seems to cause too many compatibility problems.
Cloud 18 Jun @ 8:30am 
I think I recall this being a bug in the last version too, but I can't sell food on the galactic market anymore. It's not an option in the tab, and pressing the food icon does nothing