Monster Waves 2 Mod

Monster Waves 2 Mod

Stellaris version supported: Adams v1.6

Monster Waves 2
This mod spawns space monsters continuously. I found the idea of having space monsters as opponents fun but after the early phase of the game you soon forget them as they are extinct. Not anymore!

Each month there’s a chance that a fleet of each type of monster will spawn somewhere in the galaxy. They will spawn at a planet or star depending on their attraction. You can set the chance using the Monster Waves policy settings. Some monsters will not spawn in the first decennia of the game.

New in this version: Monstrosities which are on a completely different level from normal monsters and require a large fleet to defeat. Three of these Monstrosities have been created by using existing Vanilla assets while the two others come from the Leviathans DLC. You can use the Monster Waves Monstrosities policy settings to determine how many will appear or disable them.

I wrote this mod as a companion mod for Novio Magnum but it is not required.

There’s also a Pirates edition.

The following monsters might appear when using this mod:

The Tiyankis are the most common of space monsters and they will not attack unless provoked. Half of the time they are accompanied by a Matriarch which is a slightly more powerful variant and they can have as many as five younglings with them. They are attracted to gas giants and strategic resources of the gas variant. They will start appearing from the start of the game.

Some Tiyanki fleets may turn hostile. This is meant to keep the population down. Hostile Tiyankis will attack passive Tiyankis. The Tiyanki country will not turn hostile towards you if you attack the hostile Tiyankis.

Monstrosity: If you own and activated the Leviathans DLC a Wraith might appear mixed in with Tiyankis if any player country has at least 35k fleet power by default. Lore: when a Tiyanki is exposed to too much radiation from certain stars they mutate into Wraiths.

Space Amoebas hunt Tiyankis and are aggressive. They are pretty powerful and will occasionally destroy an orbital facility. They come in 4 different colors which can all be found in any fleet. If they’re not hunting Tiyankis they will visit molten and toxic planets. They will start to appear 12 years after the start of a game.

Monstrosity: If you own and activated the Leviathans DLC a Dragon might appear mixed in with Amoebas if any player country has at least 55k fleet power by default. Lore: in the rare case that an Amoeba actually hatches, a Dragon is born!

Void Clouds are an energy based lifeform who is attracted to stars. A fleet might contain up to 20 Void Clouds. They will start to appear 25 years after the start of a game.

Monstrosity: A new type of cloud might appear mixed in with Void Clouds if any player country has at least 70k fleet power by default. Lore: the Ether Cloud is a extremely powerful variant of the Void Cloud, origins unknown. It seems capable of absorbing shield power and distributing it to its allies.

When the Ore Grinder is destroyed the Ancient Mining Drones will loose their passive behavior. They will send large fleets of drones out into the universe to find barren worlds and precious metals to exploit. They will start to appear 37 years after the start of a game.

Monstrosity: A powerful carrier drone might appear in Drone fleets if any player country has at least 85k fleet power by default. Lore: rarely used because of its ridiculous size the Ancient Carrier Drone is capable of mining whole planets. Equipped with almost 100 small drones and armed with extremely powerful lasers. It’s also capable of using extremely small drones to heal its allies.

When the Crystal Nidus is destroyed the Crystals decide to establish a new hierarchy. They will now venture out into space to find frozen planets and strategic resources. All fleets consist of blue, green, yellow and red Crystals. They will start to appear 50 years after the start of a game.

Monstrosity: A very large solid Crystal might appear in Crystal fleets if any player country has at least 100k fleet power by default. Lore: the Crystal Core’s existence is enough to spread fear into enemies and give moral support to nearby crystals.

You can use the “Monster Waves” policy settings to set the chance monsters will appear. The minimum chance is 1% (averaging 1 monster fleet of each type every 100 months) but you can increase this to up to 100% (averaging 1 monster fleet of each type every month). Default chance is 5% (averaging 1 monster fleet of each type every 20 months).

Should be compatible with almost all other mods except previous Monster Waves versions.

It’s compatible with existing saves.

You can disable the Monster Waves with a country edict called “Disable Monster Waves” which will stop them from spawning while active.

You can also seperately disable the Monstrosities from appearing using the Monster Waves Monstrosities policy settings.

If you decide to disable this mod through the game loader new monsters will no longer spawn and existing monsters spawned with this mod will no longer move from system to system or they might disappear.

The fleets in this version of the mod are larger than in the previous version. The monster also have more extensive fleet orders.

If you wish to spam your galaxy with a lot of monsters set the policy settings to once a month and use

event monster_waves.1
in the console to spawn one fleet of monsters of each type.

In a multiplayer game the policy of a random player (who has not disabled spawning using the edict) will be used to determine the spawn chance. If all players except the host disable the mod using the edict only the policy settings of the host will be used.

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