Stellaris

Stellaris

NoSkullOnlyNumber
18 Comments
Aeryn  [author] 8 Apr @ 3:32am 
@Carbon I will look at doing that when 4.0 comes out. There might be a better way to target fleets in the release (though I'm not getting my hopes up, if there isn't I'll just exclude systemcrafts).
Carbon the Wanderer 4 Apr @ 10:32am 
Is it possible to, as a bandaid until a better fix is found, only enable the skull for players (because let's be real: the systemcraft is absurdly powerful and we already know that, and you could also cite it as "modded issue") and leave it active for enemy units so that we can best choose when to get that "enigmatic fortress" off of our lawn?
Aeryn  [author] 15 Aug, 2024 @ 4:51am 
@Entity I don't know if I can do a filter/compare against empire fleet cap but I'll take a look.
Entity 14 Aug, 2024 @ 6:25pm 
any plans (or possibility) to fix that command limit?
Aeryn  [author] 3 Aug, 2024 @ 12:57am 
No
ToeJam and Hurl 2 Aug, 2024 @ 7:45am 
Can I have skull and number?
Aeryn  [author] 17 Jul, 2024 @ 7:37am 
@Fear X Husky 1 it modifies checksum so all players need to have it
Fear X Husky 1 16 Jul, 2024 @ 8:25pm 
is it client or server side?
FrazierFr 3 Jul, 2024 @ 10:35am 
Big mod(:
Aeryn  [author] 10 Jun, 2024 @ 8:50am 
@Zomifi I can look into it, though if it's tied to Fleet Settings I haven't yet found a way to read/filter them...
Zomifi 9 Jun, 2024 @ 2:40pm 
I've noticed that this mod causes certain fleets on garrison (like the Contigency fleets guarding their worlds, or the marauder system ships of the Great Khan) to go on the offensive. Is there any chance you can fix this?
kirb 9 Jun, 2024 @ 5:36am 
now we need no number only skull
Aeryn  [author] 7 Jun, 2024 @ 12:51pm 
@Justin it works on the newest version
Anton Levey 6 Jun, 2024 @ 6:34pm 
any chance you can update this to the newest version
The Green One 5 Jun, 2024 @ 1:53pm 
this is fantastic, good job
Vexa 4 Jun, 2024 @ 7:31pm 
hell ya man
kojak 1 Jun, 2024 @ 10:13am 
must have mod
Markus 31 May, 2024 @ 8:30am 
Neat!