Stellaris

Stellaris

194 ratings
Prepare for Ground Assault!
 
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0.062 MB
May 15, 2016 @ 3:59am
Jul 17, 2016 @ 10:17am
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Prepare for Ground Assault!

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In 1 collection by Ventessel
Mach Team Goliath
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Description
UPDATED! Now with more compatibility!


Planets are the core of an empire, and are probably the most significant strategic asset in Stellaris. Invading them should be a challenging and dynamic undertaking, not an afterthought to the orbital battle.

TL,DR: This mod makes ground assaults more involved and longer lasting. Effects of orbital bombardment are now stronger, and more differentiated.

This mod is intended to make planetary invasions into a suitably impressive undertaking. In vanilla, they are rather bland and altogether too short. There is little strategic difference in types of bombardment, and once the defenses are reduced your armies can easily crush the defenders. With this mod, planetary fortifications provide less of a bonus, but are stronger and will only cause defenders to take normal (not 2x!) damage when they reach zero.

Army health has been increased relative to morale, so that it might require multiple assaults before a foothold on the planet’s surace is secure, or at the very least multiple waves of troops to be dropped. Generals now buff unit morale rather than health based on their skill level.

Damaged units now require 150% additional maintenance while being repaired, to represent the costly process of retraining and replacing casualties.

Armies and army attachments have been completed updated. There are now 3 quality tiers of assault and defense armies, as well as multiple types of clone units. Training times are significantly longer for more elite units, but their increased morale and combat stats makes them invaluable in difficult invasions.

Attachments now represent the general equipment that an army is equipped with. They will usually increase the maintenance cost of a unit while increasing performance. Power armor is a thing, as are personal shields and clone suicide brigades (a lot of these were coded in the language files but never implemented, interestingly enough).

Future Goals:
I want to introduce additional ground combat technologies to represent both improved training/leadership methodologies and improved military hardware.
For example, technologies that open up planetary training edicts to customize your troops further or additional effects at military academies.
There will probably also be enhanced effects from military buildings, as well as additional upgrades to training centers so that it is well worth it to create dedicated troop training worlds (I’d like to also put modifiers in place so it’s better, but more expensive, to train them on harsh, unforgiving worlds ala Salusa Secundus or Arrakis of Dune).
Effects that I am looking into include: high/low gravity, combat bonuses on worlds similar to the one the army was trained on (not quite sure how to implement this yet, I’d like to create a terrain system if possible),
Something I have been hesitant to do, but may eventually get into, is tinkering with the AI. I think that the proportion of spending on armies will need to be increased so that the AI builds large enough forces to take and hold planets, but at the moment there are several other AI improvement efforts out there that I don’t want to conflict with.
Figure out what the hell experience actually does for troops and whether I can mod it - this is an area that I am very interested in, if anyone knows where these effects are determined or if they are hard coded, please let me know - thanks.

COMPATIBILITY: v1.2.1
Overwrites almost every line related to ground combat and planetary fortification in defines.lua, and will conflict with mods that change any of the following base game files:
00_armies
00_army attachments

For complete details on the mod, take a look on the Stellaris forums:
https://forum.paradoxplaza.com/forum/index.php?threads/mod-prepare-for-ground-assault.932401/

If you like this mod, also have a look at my other mods:
All Hands to Battle Stations: Combat Reimagined https://forum.paradoxplaza.com/forum/index.php?threads/mod-all-hands-to-battle-stations-combat-reimagined.934996/#post-21222856
Expanded Species Traits http://steamcommunity.com/sharedfiles/filedetails/?id=684605563 (I’ll be adding traits for generals there soon that will complement this mod)
Popular Discussions View All (1)
7
Jul 17, 2016 @ 10:20am
Changelog / Updates
Ventessel
< >
162 Comments
Grish Feb 22 @ 7:45am 
This mod breaks War Philosophy, making it unable to cede planets or vassalize, thus making it impossible to actually remove empires and win a game.

If there's no fix for this coming, then I urge other people to avoid this mod.
熱火裡 Feb 9 @ 8:28am 
your mod overwrites the war policy file and sets it back to War Economy, you cant cede planets if you have the mod installed, please fix it.
jacemildren Jan 24 @ 9:26pm 
Other cool things to add is to add events to the combat to make it more interesting. Like an attempt to sabatage but it can backfire or stuff like that
hunterdog228 Jan 5 @ 5:45pm 
Update please?
Angelus Mortis Nov 9, 2016 @ 3:39am 
Great mod. Needs to be updated it screws up war philosophy. Doesn't allow you to demand planets.
shuulleech Oct 31, 2016 @ 3:45am 
@Ventessel Thanks a lot!
Maybe if you are interest we can collaborate? If yes please contact me, I have sent friend request to you (though I know how time can be a limiting factor for such things).
You can check my mod here: http://steamcommunity.com/sharedfiles/filedetails/?id=788854943
You have credits :)
Ventessel  [author] Oct 31, 2016 @ 3:22am 
Feel free to use any files in other mods, just credit anything you borrow. I have been very busy of late with work, but did have a chance to play Stellaris the other week with Heinlein and will update to v1.3 as soon as time permits.
Tatte Oct 30, 2016 @ 1:36am 
You should update the mod to be heinlein compatable! :D I love this mod :D
shuulleech Oct 28, 2016 @ 11:31am 
Hello, I see this mod was not updated to 1.3.
Do you plan an update? If no, may I ask your permission to use some of your files for my GC balance mod? specifically bombarmdent altering files?
Bean Aug 29, 2016 @ 1:47pm 
Folks, i had that problem, but simply delete the mod, (unsubscribe for now) and go to the paradox forums and download that version. Alternatively, you could go to the forums, download that, and edit the .mod to display a different name such as Prepare v2, so that you can have it active without messing with the workshop version.