Stellaris

Stellaris

Crisis Manager - Mid-Game Edition [Abandoned]
68 Comments
seven 28 Mar, 2020 @ 4:29am 
People, I have a gift for all of you. A new crisis manager plus cirisis expansion. All mid-term threat, endgame crisis and War in Haven are included. Hope you enjoy this.

Besides Deadly Tempest, Crisis Manager 2.6, this could be another choice worth a try.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2036051710
TehFishey 24 Mar, 2020 @ 8:37am 
So, I've released an updated version of this mod for Stellaris 2.6.*. I've already updated the End-Game component ; hopefully I'll be able to get to the rest soon. If you end up using it, please let me know if you run into any bugs - I've done some feature testing, but not nearly as much as I would like.
Coffee foxxo 17 Oct, 2019 @ 12:59pm 
https://sp.zhabite.com/sharedfiles/filedetails/?id=1891837471
https://sp.zhabite.com/sharedfiles/filedetails/?id=1891812126

Hello all, I've uploaded the mods myself, in hopes to help keep them maintained. Unfortunately I don't have experience with Stellaris development so at the moment it's pretty much just a version change. If you have modding experience, PLEASE message me so I can add you as a contributor and you can work on it while I slowly learn and deal with college. Thank you :)
Moth 7 Oct, 2019 @ 11:22am 
The file is damaged :( cant open Zip file
Hiztaar 7 Sep, 2019 @ 1:15am 
Hello. For some reasons, this mod prevent the L Cluster from spawning even by using the event command. Once it has been used, the event command is irresponsive for some reason and while the L Cluster event pops up, the cluster itself does not appear...
키으기 23 Jul, 2019 @ 6:52pm 
Thank you. I'll use it well
Caellach 6 Jul, 2019 @ 11:21pm 
i dont know if this is possible or not.. but if you have multiple khans, once a khan has been defeated, could it be possible it could split into the counties like normally, but could they also split into many one system minor marauders factions. and once the three main marauders have gone through their khans stuff, each of the minor marauder factions could have a chance to become a new khan..
Caellach 6 Jul, 2019 @ 8:06pm 
ahh okay.. thanks for answering.
NaK1119  [author] 6 Jul, 2019 @ 4:35pm 
@Caellach
Unfortunately, it is difficult to distinguish 3 Khans. This means that the events of Khan(s) easily cause critical bugs if there are 2 or 3 Khans at the same time.
Caellach 5 Jul, 2019 @ 10:27pm 
I kinda wish for a option that turns all three marauder groups into three khans at the same time...
烽燧煜明 11 Jun, 2019 @ 2:01am 
It's 2.3.1 now.Wish you can just delete the last number and that can make it suit for all of 2.3.*.
kevinhann 5 Jun, 2019 @ 12:39pm 
Hopefully your hiatus doesn't prevent you from updating these crucial mods :)
Emrakul 31 Mar, 2019 @ 5:52pm 
just wanted to warn you that i don't think this mod is compatible with the Deadly Tempest mod, which is a shame because that mod gives you access to a collection of interesting technologies and acess to the grey tempest ships. it would be great if this issue could be looked at :steamhappy:
NaK1119  [author] 1 Mar, 2019 @ 6:52pm 
@LordZ
Thank you for telling. I'll seek a cause of the bug.
LordZ 28 Feb, 2019 @ 12:35pm 
i click on "wake great khan" but nothing happens D:
NaK1119  [author] 19 Feb, 2019 @ 1:45pm 
@Dragonfox
Thank you for telling. I'll add the information to the description.
Reya 18 Feb, 2019 @ 12:27pm 
More Events Mod is seems to screw with this mod, one of the thing it adds is the Orphan Gate, which must use some of the same code that the L-Gates use and as a result when it opens this mod think that the L-Gates have been opened and won't let you change any of the settings. On top of that it resets your L-Gate Insights.
NaK1119  [author] 15 Jan, 2019 @ 12:39am 
@Vaeringjar
Ok. I updated description of this web page. And now, the link is written in "Version Information, Change Log, Required DLC/mod".
Vaeringjar 14 Jan, 2019 @ 5:17am 
could you link this mod's "change notes" to the one with the actual notes? also, great stuff
link is https://sp.zhabite.com/sharedfiles/filedetails/changelog/1400726514
NaK1119  [author] 11 Jan, 2019 @ 2:28am 
@tour.dlang.org/
Yes. The bug does not always occur, but it occurs once in a while in both case of this mod enabled and disabled. Unfortunately, I've not been able to identify the condition or cause of the bug.
tour.dlang.org/ 8 Jan, 2019 @ 5:53pm 
Are you sure? They seemed to work fine when I disabled the mod
NaK1119  [author] 6 Jan, 2019 @ 8:28pm 
@tour.dlang.org/
Thank you for telling. I tested just now and the bug was found at also Stellaris without the mod. Unfortunately, I can't modify the AI of Tempest's fleets, so I can't fix it. Please wait for Paradox fixing it.
tour.dlang.org/ 6 Jan, 2019 @ 12:29pm 
The grey tempest doesn't seem to be working right, It's very passive and only attacks systems with L-Gates before returning.
Grimson 29 Dec, 2018 @ 11:41am 
@NaK1119 It did awaken at the end of the year. I originally thought it would awaken as soon as the year was 2300
NaK1119  [author] 28 Dec, 2018 @ 5:41pm 
@Count DeMonet
In this case, Khan should awaken until the end of 2300 if you set "Mid-Game Start Year" 2300. So, the reason of unawakening is either awakable marauder unexisting in the galaxy or the bug of this mod.
However, I can do nothing for updating the mod or fixing a bug until 6/Jan. Although that is an temporary expedient, tha awakening can be triggered from "Manual Operations" in this mod.

Grimson 28 Dec, 2018 @ 5:07am 
My setting for great great khan is MGSY+0 with impatient khan setting, but I don't see them at 2300. Do I have to wait for a couple of years?
Sterling Archer 18 Dec, 2018 @ 9:35am 
For the love of god, please update this as soon as you can. Glavius AI mod makes AI empires research L-Gate insights and more often than not, the grey tempest pops out in 2030, which ruins games.
NaK1119  [author] 8 Dec, 2018 @ 4:53am 
@rainy67
No. Please wait for update of this mod. It probably takes several months to update.
forerunner398 8 Dec, 2018 @ 1:20am 
Is this still compatible with the new update/DLC?
NaK1119  [author] 16 Nov, 2018 @ 10:58pm 
@ragnorokj
This mod does not modify anything about machine uprising (AI rebellion).

The roughly conditions for the uprising is followings in vanilla, and they are same even if you apply Crisis Manager.
- Has DLC of Synthetic Dawn
- The Mid-Game Start Year has passed
- Does NOT have an ascension of "the Flesh is Weak"
- Does NOT give full rights to AI in the policy
- Have NOT applied hotfix patch
- Has the technology of "Synthetics Tech Technology" or "Sapient Combat Simulations Technology"
ragnorokj 15 Nov, 2018 @ 2:28pm 
I'm having an issue that could be related to this mod where i'm no longer getting robot uprisings. This is my first playthrough with the crisis manager mods and its been over 200 years (100 past mid-game.) and i'm getting no uprisings even though there are materialist empires. Think there's a connection?
NaK1119  [author] 10 Nov, 2018 @ 12:19am 
@Deviant
It should be. Gray Tempest does not have outpost. This is same as vanilla,
* Dessanu has outposts.
Deviant 9 Nov, 2018 @ 7:53am 
Gray Tempest has no outposts! Is this a bug or should it be?
NaK1119  [author] 23 Oct, 2018 @ 6:45am 
@Liare
Ok. Now, reinforcements of Horde's fleets are spawned every 340 days, that is feature of vanilla.
I'll add a new configuration to increase the number of the reinforcements when the number of Horde's ships gets small.
Deviant 22 Oct, 2018 @ 8:40am 
Such a situation occurred, the horde at the beginning of its existence successfully resisted four powerful empires, but after it lost all its fleets it was very quickly captured. Is there a setting that would give the reserve fleet in case of loss of all the flotillas? Or a setting affecting the time frames of the flotilla spawn (for example, every 5 years).
NaK1119  [author] 22 Oct, 2018 @ 5:28am 
@Liar
That can be customized in a certain degree by "Crisis Power" in this mod.
Specifically, the number of fleets per each spawning, and fleet power of them.
If you want to customize another side of spawning, please tell me it more specifically.
Deviant 21 Oct, 2018 @ 6:30am 
Will the ability to customize spawn fleets hordes?
NaK1119  [author] 16 Oct, 2018 @ 6:40am 
@Magos Xenobiologis Regiam
This mod is compatible with Ironman mode, but not compatible with archievements.
In other word, you can play Ironman mode with this mod, but you can't earn archivements with this mod.

@Legendsmith
Thank you so much for posting. I've narrowed down causes of the bug since of your information. I'll update this mod for fixing the bug within a week.
Legendsmith 15 Oct, 2018 @ 9:57pm 
I have posted a discussion thread with the results, Nak.
Magos Xenobiologis Regiam 15 Oct, 2018 @ 12:41pm 
Is this mod compatible with Ironman mode / achievements?
NaK1119  [author] 15 Oct, 2018 @ 5:14am 
@Legendsmith
Thank you for reporting.
Would you input following 3 console commands into the game where Khan did not spawn, and tell me which of TRUE or FALSE is shown in the console window?
It will be great assistance of searching a cause of the bug.

trigger exists = event_target:raider_khanate
trigger exists = event_target:marauder_rally_point
trigger exists = event_target:great_khan
Legendsmith 15 Oct, 2018 @ 4:58am 
I have checked, and it appears that the problem is with "great khan units all marauders", because a normal khan spawned properly.
Legendsmith 14 Oct, 2018 @ 11:55pm 
I think the Great Khan problem is caused by the event ships not spawning. I had the setting "Great Khan unites all marauders" turned on. They all became the horde, but the Khan does not spawn, and there are no fleets spawned by the event.
Legendsmith 14 Oct, 2018 @ 11:02pm 
I have the same issue as @nelliel The Khan awakens and then just sits there.
Battlespark 4 Oct, 2018 @ 4:36pm 
I dug around a bit more and noticed ZoFE was not compatible, so i guess this isnt either. Thats, disapointing but at least i know whats messing with it. maybe someone will make a patch for all this eventually. ty.
Battlespark 4 Oct, 2018 @ 3:25pm 
My kahan and awakened fallen empire area is greyed out. It says it has already occured and that i cant do anything on it. I have both this and the end game mod that you've created. I went to a brand new game, and its set like its already triggered on the first turn/year.

Any ideas on what im doing wrong? Ive re downloaded this mod, your end game and the !mod menu.
tmonahan23 3 Oct, 2018 @ 5:41am 
Cool!
Thanks for putting so much work into these mods, they are great!
NaK1119  [author] 3 Oct, 2018 @ 5:32am 
@tmonahan23
You can use mid-game edition alone(End-Game edition is only recommended but not required).
Mid-game edition doesn't impact or modify any files of the end-game crises.
tmonahan23 2 Oct, 2018 @ 4:59pm 
Do you need to use the end game mod too? Or can you use this alone? Looking to use this with the Zenth FE mod and since this doesn't touch the crisis but allows the khan event to be tweaked.. was going to use. ..does this mod alone impact any files on the crisis files?
Mayor 1 Oct, 2018 @ 4:34pm 
Thanks anyways, hard to find what mods cause problems sometimes. :P