Stellaris

Stellaris

Monster Waves 4
115 Comments
Juroguy Johnson 14 Mar @ 7:09pm 
Does this still work?
Mosley was right 5 May, 2022 @ 11:30pm 
Thank you for keeping this at 2.1.3. 2.2 and beyond is insufferable.
tassadarpaladin 23 Nov, 2020 @ 8:52pm 
tilarium 9 Nov, 2020 @ 1:59pm 
Anything can be updated to 2.8, even this, assuming the author comes back or someone else wants to take on the task of doing it.
CasusBelli420 9 Nov, 2020 @ 11:54am 
Can this be updated for 2.8 please?
shoobers 21 Sep, 2020 @ 7:12pm 
I haven't played 2.7 if its been released recently.
lolic_lol 21 Sep, 2020 @ 5:16am 
Doesn't work in 2.7.2. Both console event and policy spawn nothing.
NilchEi 10 Sep, 2020 @ 11:26pm 
@tolaburke Having implemented the mod mid-save, I suspect that 5.3k+ stack could have come from void cloud system (instead of being spawned). Had 6.5k stationary Void Clouds defending their system suddenly get up and start moving.
tolaburke 27 Aug, 2020 @ 4:02am 
"Works with 2.7?"

Sort of. The spawns start immediately, and are very strong. Try dealing with 5.3k void clouds at game start.
Anbeeld 27 Jun, 2020 @ 11:06pm 
For those who still play Stellaris 2.1: I created a new AI mod which is based on Glavius's work, but my mod goes much deeper and have a lot of unique features, leading to much better AI.
You can check proof of this and read detailed description here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2055544110
Blazingdevil 23 Jun, 2020 @ 3:26pm 
needs updated to 2.7
ShadyBhaz 12 May, 2020 @ 4:55pm 
Works with 2.7?
shoobers 4 Apr, 2020 @ 4:36pm 
I'm not sure it's needed though. The pirates do come in if you have bad trade networks and do just about the same thing, except more predictably. Regarding this one, medium level and every 3 months is absolutely a big PITA as well with 5-6k fleets sometimes wiping out entire systems since y our piddly outposts have only 100-200 power. They most certainly do not live long enough to help clear out the monsters. Even with a couple fortress platforms they still only just meet those monster waves in terms of strength and y ou have to dedicate a lot of upkeep for that.
Mr. Flibble 3 Apr, 2020 @ 11:37pm 
Hey Shoobers, this is AWESOMESAUCE that you did this!!! ONe of the best mods out there!

You should look into the Pirate Waves one also and see if you can update it.
I miss the old pirates we use to have.

shoobers 25 Mar, 2020 @ 3:50pm 
I've already done so MG
MorallyGray 25 Mar, 2020 @ 8:39am 
Either someone updates this, or i will. I just dont want to steal work
shoobers 22 Mar, 2020 @ 11:09am 
I've posted something, managed to clean up the errors a plenty I was seeing, and think I have something ya'll would enjoy. I have NOT tested past clearing errors.
shoobers 20 Mar, 2020 @ 12:25pm 
I'll give it a shot. Hopefully the maker doesn't get annoyed.
falhxer 19 Mar, 2020 @ 5:48am 
just make an unofficial update, no one will get angry @shoobers
falhxer 19 Mar, 2020 @ 5:48am 
i miss this one, it was absolutly great back in time
shoobers 18 Mar, 2020 @ 2:51pm 
Sadly there are a lot of errors for 2.6.1 .
I am willing to go through and try to update with permission but I do not know if he's checking this any longer.
Klyph 29 Feb, 2020 @ 2:14pm 
is there any way i can stop spawning within (players) borders?
Wysaw 17 Feb, 2020 @ 5:47am 
this still works in the latest version. 2.5. I'm getting policies show up and monsters spawn in. Havent got far enough yet for the monstorsities to spawn but I dont see why they wouldn't at this point.
tilarium 16 Feb, 2020 @ 1:06pm 
Sorry! The edicts are there but never really could tell if it was working or not.
crochetcocoking 16 Feb, 2020 @ 10:13am 
@tilarium and never was he ever heard of since then... RIP
tilarium 9 Jan, 2020 @ 4:48pm 
Just starting a 2.5 game with this mod active. I'll report back once I can confirm if and how well it works.
Liorans Firefly 28 Nov, 2019 @ 10:47pm 
Hello, ScepraX, any chance of update?
jtbush00 13 Nov, 2019 @ 2:37pm 
Needs to be updated
Hexagoros 13 Oct, 2019 @ 11:12am 
Still works with 2.4.1
Wysaw 6 Jul, 2019 @ 4:55am 
@im grim reaper btw turn the settings down. extensive use of this mod has taught me easy difficulty / spawn once every 50 months is a solid balance for something closer to vanilla stellaris. Alternatively if you want them to be more of an event then turn the spawns down even more and the difficulty up, like once every 100 months / normal difficulty. this way you (and the AI) don't get completely flooded with them but they still spawn enough to make peace time interesting.
Anarchyの海豚 29 Jun, 2019 @ 6:54pm 
can u also make some npc for hunt or kill the monster and pirate.
i love this mod
the monster and pirate is too strong and too weak, sometime i do not really have time to kill them, i need some npc to kill them.(not kill them all) plz
it still work in 2.3
LogosDistributing 14 Jun, 2019 @ 7:34pm 
@Timrath thanks for the confirmation!
Timrath 14 Jun, 2019 @ 5:15am 
Still working in 2.3.1
Wysaw 9 May, 2019 @ 12:20pm 
This still works in 2.2.7 in case anyone is interested.
WariousGaming 3 Feb, 2019 @ 2:27am 
so no news about update/new version?
키으기 21 Jan, 2019 @ 6:50am 
Thank you I'll use it well
Wysaw 1 Jan, 2019 @ 1:04pm 
@MightNight Still working on beta 2.2.3
MightNight 22 Dec, 2018 @ 7:44am 
@Wysaw anything changed or is it still working?
Wysaw 17 Dec, 2018 @ 12:09pm 
This apparently works in the latest version (le guin), even tested it on the beta branch (2.2.2).
The policy settings appear, the monsters spawn in and the situation log kill/loss records still show up. As far as I can tell it's working just as before. I'll update if anything does go wrong though.
I have it set to spawn once every 50 months and I didn't see anything until about 80 years in which is consistant with how it worked before.
WariousGaming 10 Dec, 2018 @ 11:20am 
Any news for support to MegaCorp 2.2 update?
Bomb boy 15 Aug, 2018 @ 11:11am 
Can you please Add Contingency Ship as Theat with the Contingency Theat on ?
Skygroot 10 Jul, 2018 @ 3:23am 
Hello I'm trying to build a big mod that could use your own mod. If you are already alive Please contact me on discord at Skygroot#0384. I need some precision about your code.
Nuts out for Peanut 6 Jul, 2018 @ 5:19am 
Nevermind about my false report about collision with crisis manager. It was apparently sensitive to mid-game year setting and I set the mid-game year too late that's why there was no monster spawns.
jasonft 28 Jun, 2018 @ 8:36am 
I found out that putting Occurrence and Difficulty both at max was too much for the computer empires at Grand Admiral difficulty. I got out into the galaxy (eventually) and found almost nobody had a fleet to speak of.

Trying again with a lower frequency (3 months) and all empires starting advanced. Much better. My scouts actually survived mostly.

Feels wrong to change those settings once I get some build up, so I start with them on turn one.
Caellach 2 Jun, 2018 @ 12:43pm 
Just a question.. could we get an eventual update where two factions of monsters spawns.. the vanila faction of space monsters and the ones added by this mod.. could also allow for roaming mobs like the amoeba and cystals from the vanila faction that could be neutral to you if you have pacified them. or something.
ScepraX  [author] 2 Jun, 2018 @ 6:03am 
It's updated for v2.1 but does not contain any new functionality as I've yet to experience the changes made to the monsters. Does not support the new monsters either.
TechSY730 31 May, 2018 @ 5:23pm 
Just to make sure you know about this when looking at 2.1 compatibility. There was a breaking scripting change in 2.1 the developers didn't do a good job letting modders about.
https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-1-0-documentation-if-else_if-else.1100202

Your scripts may be doing the wrong thing silently if you need to update them and don't.
Caellach 29 May, 2018 @ 8:39am 
question.. but will the next update use the pacification stuff for the amoeba and crystals that are now in the base game?
Solzucht 27 May, 2018 @ 4:13am 
Thanks :) @wysaw
Wysaw 25 May, 2018 @ 11:04am 
It seems to work fine. not had any problems so far, the policy settings show up, the monsters spawn and the kill/loss events show up in the event log.