What happens if I download this mid game? I've got Nexerelin so would they just spawn out in the outer regions?
The Adversary system won't initially spawn in if this mod is added to an existing game. However, because their system is, in fact, a custom system from Customizable Star Systems (hence, the current dependency on it), you can force their system to spawn mid-game by either using Console Commands and entering this command -
spawncustomstarsystems adversary_optimal - or using LunaLib's LunaSnippets menu (which you can open by pressing F3 in-game) and running the "Spawn Custom Star Systems" snippet with the
adversary_optimal option selected.
Tried this with all the harder .json setting and wow that is no joke. Almost 70k needed to bomb a planet and fleets on fleets on fleets. Would love a recommendation to set for a slightly harder version than the base mod vs setting them to full unbeatable boss.
Ha ha, yeah, Paradiso system is definitely not intended to be balanced on any kind of scale, vanilla or modded. If you're just looking to make the Adversary's Optimal system just a little bit harder instead, right now, you can simply edit their system in
customStarSystems.json and add additional planet conditions or industries to their planets.
On a related note, I do have, for a future update, a tentative plan to remove the Customizable Star Systems dependency for the Adversary mod and replace their default system with a similar, still-configurable-to-an-extent one that can change when certain mods - like Unknown Skies, Random Assortment of Things, or Industrial.Evolution - are installed (which, in effect, would make the Adversary system scale in difficulty, essentially). Of course, the original custom star system will still be in
customStarSystems.json (naturally, it will be disabled by default) for those who prefer that option instead. Again, though, this is all pretty tentative and not set in stone, so I wouldn't expect this to come anytime soon (until perhaps the next Starsector update rolls around?).