Stellaris

Stellaris

88 ratings
Civilian Ships and Stations Weaponized
 
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0.010 MB
Nov 12, 2018 @ 10:06am
Feb 1 @ 8:15pm
14 Change Notes ( view )

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Civilian Ships and Stations Weaponized

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In 2 collections by wooley2000
Paradox Launcher Mods
19 items
Civilian Ships Weaponized
8 items
Description
Game ver 2.2.*

A small mod to allow editing of civilian ships and stations.

Savegame Compatable

*NOTE*
I made changes to multiple vanilla game files so it probably is not compatible with any mods that alter ships or ship components. Be aware that the AI will use this also in your game.

Link to my other mods:
Civilian Ships Weaponized - https://steamcommunity.com/sharedfiles/filedetails/?id=1588299824
Civilian Ships Weaponized Addon: Improved Transport Ship Behaviors and Transport Upgrades! - https://steamcommunity.com/sharedfiles/filedetails/?id=1565139809
(-NSC2 Addon: Civilian Ships Weaponized-) - https://steamcommunity.com/sharedfiles/filedetails/?id=1565375083
Civilian Ships Weaponized Addon: Realistic Ships - https://steamcommunity.com/sharedfiles/filedetails/?id=1566894528
Repeatable Genetics And Robomodding - https://steamcommunity.com/sharedfiles/filedetails/?id=1399806188

Here is a link to the original idea for this mod:
weaponised civilian stations - https://steamcommunity.com/sharedfiles/filedetails/?id=1399893154

The engineer is accepting tips to grease the wheel -
https://paypal.me/wooley2000 ;)
Popular Discussions View All (1)
23
Feb 1 @ 9:00pm
PINNED: Bugs and Suggestions
wooley2000
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76 Comments
wooley2000  [author] Jan 5 @ 11:46pm 
@NomaticBlaze Thats kinda the point and @ccostigan LOL.
NomaticBlaze Jan 5 @ 5:50pm 
this mod kinda brings me back to the days before 2.0 :)
ccostigan Jan 5 @ 10:43am 
Then: 500k Armies run into a 50 power corvette: run around like headless chickens.
Now: BURN IN HOLY FIRE!
Thank you.
Bazalisk Dec 28, 2018 @ 6:01am 
hey no problem, i'll take a look in a few mins and see. curently trying to fix another bug from another mod lol but will swing back to this in a moment.
wooley2000  [author] Dec 28, 2018 @ 5:43am 
@Bazalisk If its what I think it is it should only happen at first after you design them they should be fine but if not maybe you could friend me and show me a screenshot so I can see what it is. Thanks for testing these as it takes quite some time for me to do it if im not playing.
Bazalisk Dec 28, 2018 @ 5:40am 
just a follow up, since your update have you noticed any unnamed civ station auto-designs creeping into the blueprint listings? i have noticed a couple but want to know if you have this too before i go code hunting. thanks :)
Bazalisk Dec 28, 2018 @ 3:20am 
thanks wooley, i posted about it over several of your mods and patches so others new there was a fix on way. i also dabbled with testing as i didn't want to just be someone screaming about things being fixed. i have hands and a keyboard so why not test things myself first :)
wooley2000  [author] Dec 28, 2018 @ 2:15am 
@Bazalisk I done did it;) I didnt change the value for the stations however let me know if those need changing too.
Bazalisk Dec 27, 2018 @ 4:52pm 
i'm not getting a crash but i am getting an issue with civilian ships auto-reverting back to AI designs as thets how they are set to do now. its just he civ ships that auto revert and with science ships no longer needed to be around a station to retrofit themselves it means any human made design choices get replaced. playing Pre-FTL now means civ ships loose their hyperdrives lol

can we try turning the "auto_upgrade = yes" to a "no" and see how we get on?