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Daemonic Incursion - Knights of the Toxic God
   
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17 czerwca 2023 o 7:39
2 listopada 2024 o 7:04
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Daemonic Incursion - Knights of the Toxic God

W 2 kolekcjach stworzonych przez FirePrince
FirePrince's ADT Recommendations
Przedmioty: 49
FirerPrince Stellaris
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Want to have more fun with the features and stories of the Toxoids DLC less limited?
Then this is for you!

Spoiler warning: don't read the following if you don't know or haven't played these vanilla events yet.






  • The AI can now trigger and use the special event(Dimensional Portal – and not just with one attempt)
  • Demonic Incursion” is now a midgame crisis(which appears much more likely than the single vanilla event, possible for each playable empire)
    • This small crisis will always be stronger than normal empires.
    • If the Daemonic Incursion will become too strong, the Guardians of the Galaxy will be awakening to solve the threat.
  • Includes several vanilla fixes for Toxoids DLC(e.g. Doomslayer appearance, Doorway divination blocked, which are also included in Ariphaos Patch and Overlord Knights Fix – modified to support multiple toxic origins – by Govannon)
  • Play as slightly advanced “Demonic Incursion” crisis(you can get the Toxic God and the relic)
    • Assimilated pops will be transformed into daemons after some time(but they will keep their portrait and traits to some extent)
  • Play the origin of the “Knights of the Toxic God” and “Overtuned”, without actually choosing the origin(at the start of the game, there are now multiple empires with this origin possible, also later in the game)
  • The corrupted Dark Knight(Doomslayer) becomes a legendary leader andcan summon terrors in battle and be resurrectedafter being defeated in ground combat (only AI – by 0.01 KD).
  • You can now relocate the “Order's Keep(via planetary decision)
    • Also, the Knight Commander job is now linked to the Keep, instead of to the habitat government building.
  • Menu for spawn chance and power(added 06/27 – few localizations are still missing)
  • Demon trait 😈(added 06/24)

The crisis is more or less in beta stage, so if you have suggestions or find any bug, you are very welcome to report.

Credit:
• Destiny Phoenix for Decision Origins – Knights of the Toxic God (removed from Steam) which features were inspired by.
• 0.01 KD for New Generation of the World from which the knight resurrect and dyn. buff is).
• LordNotix for fix Damn these Consequences




Some vanilla events and buildings associated with the origin(s) are overwritten, and so should be compatible with any other mod that doesn't touch these.

⠀✔️ Supports Dynamic Mod Menu
⠀✔️ Decision Origins – Play with Multiple OriginsCheat mod – shares the same key names – load order should be above
⠀✔️ Supports The Merger of Rules for extended compat.(planet and country type triggers – load order should be below)
⠀✔️ Checked GIGA, ACOT, Ancient Empire
⠀✔️ Ariphaos Patch

Have fun!

Vanilla files partial touched:
./buildings/00_capital_buildings.building_hab_major_capital ./buildings/00_capital_buildings.building_hab_system_capital ./buildings/02_government_buildings.building_order_keep ./buildings/02_government_buildings.building_order_castle ./buildings/14_branch_office_buildings.building_knightly_theme_park ./buildings/15_overlord_holdings.holding_knight_commandery ./decisions/02_special_decisions.district_orders_demesne ./deposits/02_event_planetary_deposits.txt ./deposits/07_federations_deposits.d_system_resources ./districts/00_special_districts.txt ./relics/r_toxic_god ./special_projects/00_projects_3.DPORTAL_PROJECT events/colony_events_3.txt events/marauder.550 events/origin.20 events/origin.84 events/toxoids_events.txt



Localisations
• All game languages supported – except new mod menu (for spawn chance and power – 06/27).

Slightly Recommended
⠀• Shroud Rising
⠀• All That Is GRIMDARK
⠀• The Great Khan Expanded
⠀• Infernal Species Pack (in-built compat. but could need an update)
⠀• Analisis: Doom Eternal Religion

Planned
• Adding “Under One Rule” origin features for the “Demonic Incursion”. (06/23) ✔️ beta done
⠀• Incursion Origin (from game start)?

How do I force the crisis to spawn?
To manually start the shebang, you can use the command:
event demonic_incursion_settings.666 # at the earliest two decades before mid-game


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To other modders:
Początkowo opublikowane przez FirePrince:
You are free to borrow anything you need from this mod to make your own without asking me for permission, if you put credit to the original modders. You are responsible to read and understand my contents by yourself.
Check out my other mods!
Komentarzy: 101
jowe01 31 grudnia 2024 o 2:15 
Does this mod add any weapon or propulsion tech? I am playing with Ships in scaling x 6, so these techs would most probably srew up my game.
dedszers 26 grudnia 2024 o 15:25 
Hi for the relocation part of the mod is it possible to relocate the keep to a planet?
Valargent 5 października 2024 o 4:44 
Can we hope for an update soon .o.?
Aphyxia 16 sierpnia 2024 o 6:42 
In my previous comment I was mistakenly comparing the multipliers to mods implementing a similar solution. Vanilla does not have upkeep multiplier modifiers. The first part of the comment is still an issue though.
Aphyxia 15 sierpnia 2024 o 13:50 
There's a problem with this mod duplicating the overclocked origin traits if another mod uses the default filename 09_tox_traits.txt to change them.
You should probably include all the tox traits in your file and change it to the default filename. That way players can choose which changes to keep by load order.

Although, if I'm seeing it correctly, you are just changing 0.5 values to 0.5 in the file, effectively doing nothing. I'm not sure if the file is even necessary at this point. A remnant of past versions?
Arkenor 2 lipca 2024 o 19:33 
Huh. Actually tried the proper Toxic Knight origin for the first time ever. (Used to use the old decision origin mod). So it's not a replacement capital habitat building that gives the knight jobs. It's a second building. I know you already knew that, but that changes how I was thinking about the issue.
Arkenor 2 lipca 2024 o 19:00 
OK, removing Merger of Rules made no difference at all. I've got Daemonic Incursion very low down my mod list and I don't see what else would be interfering.
Arkenor 2 lipca 2024 o 18:32 
That doesn't seem to have made a difference for me. Something is still replacing the keep with a habitat administration when the starbase is complete. It must be some other mod interfering. If I figure out which one I'll let you know. My suspicion is Merger of Rules.
FirePrince  [autor] 2 lipca 2024 o 15:00 
Updated: fix toxic_knights affected capital_hab buildings (added), conflicting mods must be reported.
Arkenor 2 lipca 2024 o 6:08 
Maybe a decision to swap the knight's capital building back in again would be cleanest?