Stellaris

Stellaris

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Stellar Fortress (for 1.9.x)
   
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Oct 21, 2017 @ 7:46am
Oct 29, 2017 @ 6:28am
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Stellar Fortress (for 1.9.x)

Description
Stellar Fortress

The mod tries to make all 3 tiers of military stations useful until end game, while keeping things balanced with an 4:1 resource ratio in mind.

I found it annoying that in this strategy game you can not fortify important locations properly. While military stations can barely keep up until early mid game, they get more and more useless. In late game all the fortresses I had spammed near my borders could not even slow down attackers anymore.

Enter Stellar Fortress, here is what it does:
  • fortresses and battle stations can use XL weapons, though the latter only to a limited degree
  • there are special versions of all XL-weapons (+ 2 additional ones) which can fire 360°
  • these heavy XL weapons do more damage and have higher range (to counter the dps spread of stations)
  • heavy XL weapons require so much energy that they can not be used on ships
  • fortresses have a new main reactor on the right side to offset the high power demand of XLs
  • all 3 military stations have a new slot for structure upgrade based on armor tech
  • there is an improved version of all sections available which rawly doubles the number of slots
  • the new fortress sections are even more powerful
  • the new bigger sections get only unlocked when fortresses are researched
  • torpedos can be used by stations
  • the maxmium strengh a fully upgraded fortress can have is over 600k and will cost about 100k
  • you can only build one fortress per system but several smaller stations
  • localisation files for English and German

Also see the change log.

Hints:
  • while a fully upgraded fortress may even be able to stop endgame invasions, they are not exactly cheap
  • use defense platforms and battle stations like you used fortresses before
  • a platform can get nearly as strong a fortress in vanilla for about the same price
  • a fully upgraded battle station can get a power score of up to 120k and be quite an obstacle even to smaller late game fleets
  • a fortress should only be installed in home world systems and such
  • if you can't build a super expensive fortress in one go, build a cheaper version first and then upgrade it
  • the intended ratio is 4:1 meanining you need at least 4x the resources a station had cost for ships to take it down
  • the mod was made with intention to change as little as possible, it should have a good compatibilty to other mods and you can still use all vanilla components
  • because heavy XL weapons have a higher range it may be more effective not to install a snare
  • if you see a 600k ghost armada, don't expect a single fortress to stop them alone, no matter what ;)

Have fun and a let me know about bugs. :)

Known Issues:
  • if you create new station from scratch, the 3 stations will appear twice that because overriding doesn't 100% work and for better compatibility I didn't want to replace the whole ships file only to update 3 entries, so just use the last versions of the stations in the list.
  • When a design is first created automatically, wrong items my go to the wrong side slots, like sensors may be in the new main reactor slot, so check if everything on the right side slots is ok otherwise you may not be able to save the design.

Let me know if you have a solution for any of these.


Important: This version is for Stellaris 1.9.x, it is not compatbile with 2.x. I made an adapted version for the new mechanics introduced with Stellaris 2.x: Stellar Fortress Reloaded
33 Comments
capitaine raynor Jun 24, 2018 @ 1:20pm 
yeah
Leroy  [author] Jun 23, 2018 @ 2:47am 
Ok, here we go Stellar Fortress Reloaded . Have fun :)
capitaine raynor Jun 11, 2018 @ 2:43am 
ok, put the link when it's ready :) good luck and thank you for your dedication
Leroy  [author] Jun 9, 2018 @ 11:58am 
I'm working on a patch 2.x compatible version but I only a have a few hours on weekend. About half of it is done so far. It will be a new mod though as I want to leave this available for pre 2.x playstyle. Anyway, stay tuned. :)
capitaine raynor May 31, 2018 @ 7:31am 
ok ;)
Leroy  [author] May 30, 2018 @ 9:43am 
Seems they "stole" my idea with one big main reactor and optional smaller aux ones in 2.x. :) Anyway, although I actually like most of the new design decisions resulting in chokepoints etc. I still doubt vanilla stations can withstand serious endgame attacks. Unfortunately, it seems all so different now, that I'm not sure if I can adapt the mod. I'll try to have a closer look into this when I get vacation in some weeks. So far, if you wanna play the game old school, you can always switch to the 1.8. branch.
capitaine raynor May 27, 2018 @ 9:05am 
yes, X and T ^^
Leroy  [author] May 27, 2018 @ 1:22am 
The mod is for Stellaris Version 1.8.x. I may check whether with it's even still usefull with the new version with all these changed mechanics and then decide to update or not when I get time.

@Vibrax: The displayed 1 appears if the game thinks the power of the station is just too ridiculous to display. :) I actually thought I fixed that, though I didn't test it with any version beyond 1.8.x.
Geshko Apr 1, 2018 @ 6:21am 
When i go to defense platform build section in the Starbase the game crash.
capitaine raynor Mar 24, 2018 @ 4:20am 
thank you to tell us if the mod runs under 2.0 or if we must disable it and unsubscribe if it is obsolete (I prepare the mods)