Stellaris

Stellaris

The Great Khan Expanded [3.14.☠]
699 Comments
Misterwheatley #Maintaintf2 24 May @ 11:55am 
Fireprince had modding fatigue. He MAY return for 4.1
PileofSnow 24 May @ 12:55am 
I feel it's more likely he's either A) busy with real life, or B) working to update the mods he works on to 4.0
Misterwheatley #Maintaintf2 10 May @ 10:38pm 
Dude may be done with modding. Its joever.
Patrick Schlesier 10 May @ 11:36am 
update for stellaris 4.0 please!
AzoorFox 7 May @ 4:51pm 
UPDATE WHEN????????????
RECKLE$$ 20 Apr @ 10:50am 
also could there be an indicator as to, in numbered terms how powerful the khan or gray tempest will be like approx fleet power. I ask because i want a good challenge for myself and for the AI empires but not too easy or hard, dont want the Khan getting stomped first time he meets strong resistance. When MTTH is approaching i can assess my fleet strength and that of the strongest AI empire and adjust the mid game crisis strength and fleet numbers accordingly. hope that made sense
RECKLE$$ 20 Apr @ 10:43am 
fair enough i can understand that, fake government thing. its only cause i know there is entries in the files for civics and government so thought id ask the question. e.g marauder khanate and great khans vision. The traits though if their all inactive why give him traits at all. is it it like that vanilla too lol
FirePrince  [author] 20 Apr @ 1:55am 
@RECKLE$$ made a minor update. I could only reproduce the naming, the trait issue is just an appearance and is normal (otherwise you need to create new traits only for the Khan which work as leader and gov. This whole gov for the Khan is just fake anyway, so it makes no sense to fix here something just to make it not grayed out).
RECKLE$$ 18 Apr @ 3:19pm 
oh and all the great khans traits are crossed as they cant be used on a leader who is also a ruler, the khan is an admiral so they are all inactive
RECKLE$$ 18 Apr @ 2:36pm 
the great khan emerged, when i hovered over them they were still called marauders not ....... Horde. i used the console to play as them to check the faction as i thought something was wrong. and in the empire screen they had no civics, no origin no goverment type or authority, just ? icon in their place. its like the game couldnt form a government type when it tried to create them
FirePrince  [author] 18 Apr @ 2:13pm 
@RECKLE$$ can you please give more information, IDK WDYM.
@Diamonikon you are welcome
RECKLE$$ 18 Apr @ 12:05pm 
why is my khanate still marauders, when i console into the them they have no civics, origin, goverment type, all the khans traits are blanked out as it says some traits may be blocked if leader is empires ruler
Diamonikon 17 Apr @ 10:18am 
@fireprince yeah I am using hte Freebooter Origin and then had the Ascension Perk to become a Khan.

Thank you for keeping this updated, this is such a freaking fun mod! Im having fun building up my own Khanate.
FirePrince  [author] 17 Apr @ 5:43am 
Major UPDATE: fixed several reported issues, like player option switch to Khan or Khan dies for other reasons instead of combat. For more, see log.
FirePrince  [author] 15 Apr @ 11:35am 
You mean at the Freebooter Origin?
Diamonikon 12 Apr @ 3:36pm 
I had another Glitch happen, my own Khan Attacked Herself in Honorary Combat and Killed herself that way. I don't think thats meant to happen
Diamonikon 5 Apr @ 8:02am 
@Fireprince would it help if I re-subscribe to the mod?
FirePrince  [author] 5 Apr @ 5:21am 
@Diamonikon: should be fixed now, sry, for save-games afterward I'm not fully sure.
Diamonikon 4 Apr @ 1:33pm 
I have run into a problem, when the First Khan spawned and took over I offered it a different deal. Building its Ships for it basically. Remained indepdenent. Couple of years, another Marauder faction became "The True Khan" And the first Khan faction Disappeared. But now I can't join them because im no Longer independent.

The Original Khans are now.. invisible? So off? and if I try to talk to them through another Satrapy they are just the original Marauders again
FirePrince  [author] 4 Apr @ 10:49am 
@MightyShark: Startup warning pfff*
MightyShark 3 Apr @ 4:10pm 
I see this error in the logs ->

Error: "Malformed token: event_target:great_khan.fleet, near line: 6219
" in file: "events/!00_marauder_events_override.txt" near line: 6221
General Waterfowl 2 Apr @ 5:55pm 
Is it okay to use this in 3.14?
General Waterfowl 2 Apr @ 5:29pm 
Can this mod also prevent this event from ever happening?
FirePrince  [author] 19 Mar @ 2:15am 
@Mikara: Can you try the Merger of Rules or find the incompat mod!?
@Spritzlappen: I check this later
I'm not playing this game anymore.
Mikara 17 Mar @ 11:37pm 
Seems like the Khan doesn't expand once awakened. This has happened multiple games. He just sits in the system and nothing happens.
Spritzlappen 13 Mar @ 8:45am 
The Khan always dies a day after being defeated of old age. (happened to my last 3 Khans)
FirePrince  [author] 10 Mar @ 1:49am 
@Yellow47: TY, should be fixed now! Somehow a bad compatibility (with inline_scripts :-/)
Sherdthan 9 Mar @ 10:53pm 
Seconding @Yellow47
Yellow47 26 Feb @ 7:24am 
Thanks and enhancing Great Khan mod is awesome! Just noticed after the recent update, I cannot see any war goals when declaring wars, the only one exception is 'End Threat' when against a Fanatic Purifier. Any possible mods conflict on this part?
FirePrince  [author] 4 Feb @ 10:39pm 
I mean, this is a vanilla bug, but I can try to give the Khan a starting kick. Is it also after save load and also without this mod? And can you give me your save?
Ethric 4 Feb @ 1:57pm 
Great mod though.
Ethric 4 Feb @ 1:57pm 
Same as Three. Khan and his fleet's just sit in systems. Not even moving within system let alone leaving.
FirePrince  [author] 3 Feb @ 7:29am 
Made an update, which probably fixes the issues.
@perl: I put this on To-Do
Otter Trooper 2 Feb @ 9:51pm 
For some reason when my Great Khan spawns it just sits in its systems and not doing much of anything.
Gameer4life 2 Feb @ 2:09pm 
PS to anyone who download this mod and use gigastructure. Don't unlock the core while this mod is active, because dumb dumb Khan will declare war on Aetenum and Aetenum will literally wipe him out from the galaxy before he does anything interestingly. I have him on phoniex mode and every time he respawn, Aetnum hunt him down and kills him again.
Roland 28 Jan @ 7:16am 
Good Mod and nice idea's thanks.
perl 12 Jan @ 10:55am 
For example, I want to turn my own vassals into Satrapy, Machinesmith, Fabricator, and more
perl 12 Jan @ 10:52am 
Is it possible for the player to create vassals with these new Khan subject types?
FirePrince  [author] 2 Jan @ 9:18am 
PS: To answer your question for test: You need to scope the Marauders starbase and call:
effect owner = {country_event={id=marauder.28}}
FirePrince  [author] 28 Dec, 2024 @ 5:56pm 
@d.kall: should be fixed now, thank you very much for your report effort.
d.kall 18 Dec, 2024 @ 5:25am 
Is there a command for manually launching the FTL Inhibitor fix? If so, how do you launch it? I've tried launching the fix events manually but they simply didn't do anything
d.kall 17 Dec, 2024 @ 5:43am 
@fireprince: It doesn't look like I can send save files over steam. For mods its not a huge list, apart from this one my mods are Smarter Hyper Relays, Dyson Swarm System Tooltip, Detox Tech, Ringworld Graphical Fix, and a private mod with bug fixes for a few scattered issues I wanted fixed. Those being AI trait modding, blocking certain awful portraits from spawning, and other bugs I'm too impatient to wait for Paradox to fix lol. Nothing that also touches marauders though

Let me know if there's any other info I can give
d.kall 15 Dec, 2024 @ 4:44am 
I'll get them posted in a discussion later today
FirePrince  [author] 15 Dec, 2024 @ 12:33am 
@d.kall: thx, actual savegame and modlist would be perfect.
@Rylasasin: hm ok, but one should have nothing to do with the other anyway.
Rylasasin 14 Dec, 2024 @ 5:10pm 
Feature request: ability to set strength of marauders and marauder raiding fleets.

Reason being that I'm sick of setting the Khan to hard mode but then having dumb AIs trigger them too early.
d.kall 2 Dec, 2024 @ 8:32pm 
Further information. It looks like the raider fleet just moved from main marauder system to one of the "border" systems and just stopped there for 7 years. I don't know exactly how to trigger the retargeting event since trying to execute it with console commands doesn't seem to work. I looked at the actual event and there doesn't appear to be any glaring holes, though I also can't really yell how its usually supposed to launch. Let me know if there's any other information I can give
d.kall 2 Dec, 2024 @ 6:03pm 
Marauder Raiders appear to be getting stuck on FTL Inhibitors again. Not really sure what's causing that though since I don't have any mods apart from this one that modify marauders but the events that are supposed to fire and unstick them don't appear to be firing naturally
FirePrince  [author] 30 Oct, 2024 @ 2:57pm 
For me its working with Realistic Pirates (it seems one component in 00_utilities_roles.txt is missing) if I add this file the mod is working standalone.
Siets 30 Oct, 2024 @ 2:18pm 
NSC 3 is also causing the same crash. Already tested this mod and it works fine now. So if you are still having crashes it's something else.
Lord-Siver 30 Oct, 2024 @ 1:32pm 
I love this mod I hope the start crash will be fixed soon