Stellaris

Stellaris

WP's Dangerous Wildlife Expanded (3.14)
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Update: 11 May, 2024 @ 8:13am

DWE has been updated for the machine age! It's a minor patch:
- Fixed boss recruit - spawn - recruit - spawn loop.
- Reduced number of wildlife worlds by default in a new galaxy (9 down to 5 for huge galaxies)
- Wildlife rarity slightly tweaked up (more common)
- Minor cleanup of scripted triggers for planetary diversity (now that it has left beta)
- I have noticed that this mod doesn't work well with PD's new planet classes like the tidally locked worlds and so on. And these seem to be very common in the newest version? I don't really understand that mod in full so if anyone wants to offer some advice please let me know.
- Added a delay of 5 days before events run to potentially help with compatibility
- Collecting the "subconcious morphogenetics" technology (xeno cavalry) now flags your empire has having possesed it. I'll be using this flag in my Army Attachments Revived update coming up for something kind of cool.

Update: 23 Apr, 2024 @ 2:05am

Some compatibility housekeeping between my mods.

One of my other mods, Army Attachments Revived, implements the old army attachment mechanic. It has a bunch of new armies and they are based on cut-paradox content found in the game files. And notably some of those attachments are themed as beasts, for example the "Battle Worms" attachment or the "Raptor flocks" attachment.

Then, a few months ago, I released this mod. In which I ALSO implemented these old paradox ideas - except not as attachments, but dangerous wildlife.

So, you might see the problem. If you run both mods together there is a vaguely lame "doubling up", in which you get different forms of the same story idea in totally different ways. (Such as having a "mutant horde" attachment long before you ever meet actual mutant hordes on tomb worlds).

So to resolve this issue I've decided to re-theme a few of the forms of dangerous wildlife in this mod so that they don't overlap anymore. It's not a major update, and no content is being cut, I'm just drawing a clearer seperation between the ideas so that everything plays together perfectly. The general idea is that army attachment revived beasts are entities your empire might be able to simply find/genetically engineer within your own borders, and the dangerous wildlife monsters in this mod are extreme specimens actually found out in the galaxy.

1. "Raptor Flocks" renamed to "Vulture Flocks" (this is more fitting with an arid world anyway)
2. "Battle worm army" renamed to "Maw Worm army" and "Maw Worm Lancers" (the planetary feature already referred to them as maw worm tunnels anyway)
3. Mutant Hordes have been renamed to the "Tomb Creepers"
4. "Parasitic Swarms" have been renamed to "Dread Wasp Eggs/Hives"


They all have new boss names as well, which I won't spoil. (But details are on the spreadsheet as always)

Update: 16 Apr, 2024 @ 2:39am

Updated!

Fixed an error with the wildlife boss event chain. Rejoice! The full thing should work now and you can properly recruit your own bosses once they have been defeated.

Fixed a significant error in the spawning of wildlife blockers that was causing species to double and triple up! Woops! This has the significant upside that NPC empires will be able to defend themselves better. Feedback still wanted on if they are struggling post patch please!


Fixed an error with arid worlds where they werent being fed the correct script_variables weight for enemy varieties.

Some localisation tweaks.

Update: 16 Apr, 2024 @ 2:38am

Update: 12 Dec, 2023 @ 5:48pm

Primitive civs were getting battered by wildlife! I don't blame them, their armies are pathetic.
So now primitive civs have learned to live peacefully with them, and won't be attacked.
This also fixes a fringe case where a primitive civ gets occupied by wildlife, apparently you couldn't take it back.

Update: 10 Dec, 2023 @ 6:27pm

Quick update, based on a message in the feedback thread (thanks!):

Wildlife attacks no longer trigger in the first ten years, so you don't get battered out of the gate it you were unlucky enough to find dangerous wildlife on your early colonies (that you are kinda forced to settle). I set up that 10 years as new option you can change easily in the scripted_variables file.

Similarly, for people with the game setting to spawn guaranteed planets, wildlife will never appear there.

AI now has half the chance to get wildlife attacks, too, since apparently they are struggling to take back their lands! You can configure that easily, too.

If any of these numbers need to be dialled higher just let me know, it's easily done.

Update: 10 Dec, 2023 @ 3:22am

Tiny update, mostly just pushed because one of the scripted_effects I'm calling from my other mod changed, so it had to change on this side too.

Update: 8 Dec, 2023 @ 4:51am

Tiny change, literally one number. Forgot to set the values for the attack spawn rates properly, woops. I'm tired.

Update: 7 Dec, 2023 @ 11:22pm

First version.

This isn't playtested at all. Seriously, I just made the mod and turned the game on at a bare minimum.

Report any bugs you find please if you try it!