Stellaris

Stellaris

547 ratings
At War: Planetary Cannons
 
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File Size
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0.783 MB
Dec 31, 2018 @ 11:15am
Feb 15 @ 4:04pm
10 Change Notes ( view )

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At War: Planetary Cannons

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In 2 collections by The Dadinator
The Dadinator Mods for 2.2
16 items
At War Suite of Mods
9 items
Description
Tired of sitting passively while your enemies bombard your planets? Build some planetary cannons to fight back! These cannons target ships in orbit of your planet, both military craft and transports. Planetary cannons, don't leave home without them... installed.

Note: Colossus do not enter orbit so they cannot be targeted. For that try At War: Planetary Defense Force which can send system-limited ships against them.

Features
  • Planetary Coilgun Battery building to take on enemy fleets in orbit. Fires 20 shots at a time. 35% chance to hit, 10 - 25 hull damage, 3 day cool-down. Unlocks with the Coilguns technology.
  • Planetary Railgun Battery building to take on enemy fleets in orbit. Fires 20 shots at a time. 40% chance to hit, 20 - 35 hull damage, 4 day cool-down. Unlocks with the Advanced Railguns technology.
  • Planetary Proton Cannon building to take on enemy fleets in orbit. 50% chance to hit, 100 - 500 hull damage, 5 day cool-down. Unlocks with the Proton Launchers technology.
  • Planetary Neutron Cannon building to take on enemy fleets in orbit. 60% chance to hit, 500 - 1500 hull damage, 7 day cool-down. Upgrade 1. Unlocks with the Neutron Launchers technology
  • Planetary Tachyon Cannon building to take on enemy fleets in orbit. 70% chance to hit, 1000 - 5000 hull damage, 10 day cool-down. Upgrade 2. Unlocks with the Tachyon Lances technology
  • Planetary Gun Batteries and Cannons can target transport ships while not under bombardment.
  • Planetary Gun Batteries can be set to target transports before other fleets using a planetary decision on the planet in question.
  • Only one Gun Battery and one Cannon per planet.

Limitations
  • Planetary cannon damage is directly against hull points, ignoring shields and armor as that is the only type of damage a mod can do to a ship currently.
  • Not currently able to target an active colossus (charging / firing) as they don't enter planet orbit.

Compatibility
This mod only overwrites the message types file (common/message_types.txt) to add new message types and should be compatible with any mod that does not add message types.
Compatible with Stellaris v2.2.* (Le Guin)
As with any mod that affects game play, NOT achievement compatible.

If you like this mod, please come back to rate and favorite.

Without rating this mod it's much harder for others to find it. If you have feedback, please leave it in a comment below.

Bugs, Feedback and Suggestions
You can post comments here or in the Discord channel for my mods[discord.gg]. I take all constructive feedback and suggestions seriously.

Title / Thumb image by Jim Hatama[www.deviantart.com].

Thanks to «(PeGaS)» for making a Russian translation for this mod! Get it here.

Thanks to the Stellaris User Mod forum and the Discord Modding Den for all the help and support. A big thank you to ATP Kraken for the improved message icons! A big thank you to ExNihil for making the new cannon buildings. A thank you to Pordy for ideas to make planetary cannons and scatterguns better.

[discord.gg]
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142 Comments
Not a Robot Apr 8 @ 3:38pm 
This is a really nice idea but I had to turn it off because the AI never built the tachyon cannon which is the only one that scales into late game so they had 2 of the shitty cannons on every planet doing fuck-all and gimping their economy, which unfortunately makes the game a lot easier.

If you could get the AI to automatically build the better cannons and maybe just give them like a flat bonus based on game difficulty I'd call this a must have.
GaryxGaming Apr 6 @ 4:33pm 
@noble king, it does as Elowiny doesn't touch vanilla files either
noble king Apr 6 @ 9:10am 
i just wanted to know does this mod work with gigastructural engineering mod
paulo Apr 4 @ 8:08am 
You could please, update this mod for the 2.2.6?
Chubby Mar 24 @ 5:39am 
In regards to the previous comment, I mean after the initial defeat, the marauder race formed an empire with planets, and I captured those planets just recently and wiping out that empire.
Chubby Mar 24 @ 5:38am 
I love the idea and the mod. I do get an error at the moment when saving my game.
The stellaris error mod log entry: [13:20:37][trigger_impl.cpp:10237]: [ file: common/scripted_triggers/eac_aw_scripted_triggers.txt line: 32] Invalid target planet scope for is_planet trigger
The line appears to be: orbit = { is_planet = root }
It happens after I have won a war against a marauders race that had turned into a non marauder race after I defeated them so now they had planets.
Mikes Mar 23 @ 9:14pm 
Excellent mod! Thanks for uploading it to the PDX mods page.
eregbene Mar 23 @ 3:58am 
i cant download 2.2.6
Infinity Prodigy Mar 22 @ 1:52pm 
Yes it still works for 2.2.6 currently using it and have encountered no problems.
The Dadinator  [author] Mar 22 @ 1:21am 
I am on vacation for a few days. Hopefully someone else can chime in.