Stellaris

Stellaris

622 ratings
Planetary Shields
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
0.455 MB
Jun 16, 2017 @ 1:44pm
Jun 14 @ 11:14am
13 Change Notes ( view )

Subscribe to download
Planetary Shields

Subscribed
Unsubscribe
Description
***Achievements will be disabled***

This mod is a standalone version of the planetary shields feature of the More Events Mod. Do not use it if you already use MEM.

If you like this feature please show it by rating it up, even if you are using MEM instead of this standalone mod. Given enough presence in the workshop maybe Paradox may pick it up at some point and give us a better officially implemented system to work with than this workaround. Let us show them it does not always have to be Star Wars to be popular ;)

The screenshots are from an earlier version. The shields still look the same, but the building's attributes are the same as in vanilla with two little changes: the building provides one defensive army and can be ruined by bombardement. The latter is needed as it would drag out wars for far too long as the AI is now also able to build shield generators. And they love doing so. Also there is an upgraded version you can get once you reach the highest techlevel. The graphical effects are meant to be seen but still not too intrusive to distract from or disable the view of the planet intself. The effects are animated, which means the screenshots do not really do them justice.

Overwritten Vanilla Files:
  • galactic_features_events.txt

Features
  • Graphical effect for the planetary shield generator
  • changed effect for shielded worlds (added shieldworld mk 2 effect to the vanilla one)
  • a second tech to get an improved version of the shield generator

Incompatibilities

How to use?
  • At gamestart a deactivation project is spawned in your sitlog
  • Shields are updated on building completion, upgrade and demolishing as well as ruining. Planetary bombardement automatically ruins the shield generator once the planet health reaches zero which removes the shield effect until the building is repaired again.
  • In case you want to deactivate the mod midgame, you have to fire the deactivation project in your sitlog first in order to get rid of the shield ambient objects
  • The deactivation project is only started with a fresh game. If you activate this mod mid game and decide to deactivate it again you have to select one of your worlds and type "event mem_planetary_shields.15" into your console

Assets done by Space Core
Code done by Malthus
< >
320 Comments
Fal' Soram Jul 21 @ 11:48pm 
@Malthus I'll look through what else is running, but outside of ship packs and cosmetic its basiclly an AI mod. For me it has it only as an upgrade, but for them not so much. I'll poke around and see if I can see whats causing it. The icon isn't even a shield generator either, could be a hint.
Tal'Raziid Jul 21 @ 11:29pm 
Ah, okay! Good to know, keep up the good work Mal ! ^^
Malthus  [author] Jul 21 @ 11:29pm 
@Fal' Soram If they can build both the standard generator and the advanced one then it is a mod conflict. The advanced one is an upgrade to the simple one.
Malthus  [author] Jul 21 @ 11:24pm 
I changed it with the last update, so you can get the second tech even without shieldworlds, as they are so extremely rare that I most of the time did not even get it myself. Now it is a tech of the highest tier with low chance of being drawn, but with higher chance if you have already surveyed a shield world. Of course once you run out of not repeatable techs you will get it eventually.
Tal'Raziid Jul 21 @ 5:56pm 
I still dont think ive ever once found the second generator
Fal' Soram Jul 21 @ 4:58pm 
Would it be possible for a version without the tech? Your second generator is causing a problem in that the AI is getting it regardless of scanning shield worlds or not, and they are building both the basic and advanced one on the planet, making them just plain stupid to try and take.
Malthus  [author] Jul 17 @ 7:26am 
@ROdRyGo I am not sure I understood your question. Could you try to rephrase it? And please no CAPS, this is cancer for my eyes.
ROdRyGo Jul 16 @ 11:17pm 
BECAUSE THE GRAPHIC OF THE MOD DOES NOT CHANGE WITH THE MOD STAR TREK, IT HAS ONLY THE SAME EFFECTS ONLY THE GRAPHIC THAT DOES NOT CHANGE. HOW DO YOU VERIFY THIS?
Malthus  [author] Jul 15 @ 2:12pm 
Indeed, if you change the color it would affect all shields or you would have to create different ambient objects. The question would be when to spawn which. Also they do not change when the system changes ownership, atleast not under the current coding.
shadowfyre301 Jul 15 @ 1:11pm 
Hmmmm, is it possible to have different colors for the shields then? I realize it would affect all shields, like you said.