Stellaris

Stellaris

Stellar Fortress (for 1.9.x)
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thank you to tell us if the mod runs under 2.0 or if we must disable it and unsubscribe if it is obsolete (I prepare the mods)
capitaine raynor Mar 13, 2018 @ 1:54pm 
work 2.0 ? planned or not?
Vibby Jan 27, 2018 @ 6:13pm 
So, I have a fully upgraded Fortress and it says its power is 1. Obviously, this is not the case. Why is this happening?
Tsamsiyu Jan 6, 2018 @ 8:56am 
I have installed a mod the adds more powerfull reactors to the game and while I can't use station weapons on ships, because I can't select these weapons, the AI is perfectly capable of mounting a level 1 extra large station weapon onto a battleship. the AI only seems to be restricted by the power consumption of these weapons.
kaelis Dec 28, 2017 @ 6:48am 
Hey Leroy will you be updating this mod to 1.9 anytime soon please? :steamhappy:
windinsky122 Dec 25, 2017 @ 8:40am 
update to version1.9.1, very very thanks
LUCSATARION Dec 18, 2017 @ 2:13pm 
Update to the version of the game please
Leroy  [author] Oct 30, 2017 @ 7:56am 
Good question. These are bascially the 3 normal military stations just with a lot of new upgrade options. What I have seen so far is that the first armor and power upgrade is definitly used, so all AI build stations will have at least a lot more hitpoints and stronger shields than nornally. But I have yet to see whether the new sections and XLs are used. On the other hand the AI isn't the biggest fortification builder anyways, so decent defenses are quite rare.
Peter34 Oct 30, 2017 @ 6:40am 
Will the AI build these?
Leroy  [author] Oct 29, 2017 @ 7:05am 
Update: Stellar Fortress 2.0. :) Fixed the reported things, added T6 stuff, minor rebalances and reduced maintenance costs. See the change log for more detail.
Leroy  [author] Oct 29, 2017 @ 12:53am 
I see, you are right. Apparently I confused some of those with normal ones or it was when I was fiddling arround with the values for the L3 autoguns. The thing is, if you build the layout of that screenshot and add enough zeropoints, the strengh one bug occurs. The fortress works but when constructed it has a displayed strength of 1 (although it's actually arround 600k). Btw. I've changed it now that only heavy XL versions are listed for stations.
echthesia Oct 28, 2017 @ 8:36pm 
You can have all L2 heavies with those reactors, you just can't have the screenshot, which has only 11 zero point reactors.
Leroy  [author] Oct 28, 2017 @ 3:24pm 
I'd like to track that down. The level 2 heavies need 1300 energy and you can have 44 of them, so that's 57200 energy. Which is also listed if you remove everything else and switch to the level 1 sensor which requires no energy. The best main reactor gives 54k energy. So you need 3200 energy. With 9x4 = 36 slots and normal large zeropoint reactors you can get up to 4320 energy. I don't see the problem other than that in this case there is little room for other stuff left. Regarding the obsolescence - sharp eye - fixed. :) I'll also reduce military station maintenace cost drastically. No point in buiding fancy new fortresses if these - aside from the ressources you could have invested elsewhere - also completely cripple your economy and as long as the snare doesn't cover multiple systems you need more military stations. Which is quite unfortunate but I don't see a solution here.
echthesia Oct 28, 2017 @ 8:38am 
Assuming all of those are heavies up there, I have recreated the screenshot exactly and it doesn't have enough power.

Oh, and obsolescence doesn't work on the heavy particle lance.
Leroy  [author] Oct 28, 2017 @ 12:40am 
Yeah, I already did that but it has a little side effect, see "known issues". ;) But overriding single values on weapons seems not to work, I tried yesterday to add ship-only restriction to the regular XL weapons as they have a very limited firing arc which makes them quite pointless for stations but I didn't want to change these. What about the screenshot? As you see ou can have all level 2 heavies. You can not run all heavy auto cannon, which is one of the two new ones and which I consider beeing level 3.
echthesia Oct 27, 2017 @ 6:12pm 
Oh, and you can selectively overwrite the vanilla entires in the ship sizes file without overwriting the whole file by naming it something that's prioritized over 00_whatever.

The class restrictions should probably be implemented. Heavy tachyon lances are a *bit* OP on battleships.
Leroy  [author] Oct 27, 2017 @ 5:50pm 
What's the problem? http://steamcommunity.com/sharedfiles/filedetails/?id=1182757867
See the screenshot, it works for me. Though in that case you have to add quite some normal reactors. Only if you try use 100% heavy autocannon (the Vulcan) which requires even more energy you may hit the hard limit. Either way I wanted that even if you go that far that there is still some room to fiddle arround, to have some more shield or some more damage. Otherwise it would be quite boring, wouldn't it? :) Also as mentioned, you may hit the point where the station power is displayed as 1 and I don't know if that will confuse the AI to much, like undertaking suicide missions. Btw. armor levels also add a quite some shield reg rate not only raw shield points. That can get quite nasty with a lot of shields. :)
echthesia Oct 27, 2017 @ 2:54pm 
I actually can't for the life of me figure out how to fit 100% heavy tachyon lances and giga cannons on there, even with the zero point reactor.
Leroy  [author] Oct 27, 2017 @ 2:50pm 
I see, I never got the enigmatic reactor. You were right about the restrictions, they work indeed on weapons too! So I've fixed that as I don't want to break or influence any other balancing aspect. These weapons on ships is a no-go. But for stations they have to be about that strong because the AI likes to spread the weapon damage equally among the 10000 attacking ships. ;) I'll upload the update this weekend. Adding another reactor to the fortress doesn't make much sense as you can already put max weapons on it with the current biggest one. Also with max upgrades the power is already displayed as 1, so I don't think it's a good idea to go much higher. But I'm open for suggestions, feel free to put them in the discussion section. I'm thinking to nerf cannons a little and improve beams as they are currently inferior in every aspect. Also I'm wondering if the max upgrade level of battle stations should be higher, like 2 xl per section.
echthesia Oct 26, 2017 @ 10:33pm 
Oh, and by the way, it is actually possible, at least with the enigmatic reactor and minimal other components, to fit fortress tachyon lances on battleships. There is a class (station vs ship) restriction system, which, though buggy, should help.
echthesia Oct 26, 2017 @ 10:24pm 
Could you please add the Enigmatic Reactor to the main power station selection?
Leroy  [author] Oct 21, 2017 @ 4:18pm 
I don't think my little mod competes with anything. If so it would be other military station mods. Btw. thanks to the makers of those, I got quite some inspiration from them! I strictly tried to focus on the 3 military stations and nothing else, no fancy new techs or other unrelated stuff. As for the mod you mentioned, I personally don't see any point for even more ship classes because in the end currently you have a blob of ships and fight against another blob of ships. There's little strategy involved and you have no way to test that beforehand. Hopefully that will change in the future. But while you could still go with the smallest ships in late game, military stations of any size, especially the first 2 are completely useless. I hope my mod can change that and give the player more options, from annoying insect over sandbag over glass cannon to super fortress. :)
utsubo Oct 21, 2017 @ 3:18pm 
This MOD seems to compete with "New Ship Classes & More".
Of course, you have no obligation to respond to it, but I am glad if you are able to support.
I am very satisfied that XL weapons can be placed on the fortress.
Lord Monarchus Oct 21, 2017 @ 12:47pm 
Finally, I hate chasing AI fleets around in late-game, now it should get easier to at least harass them back when they harass my border systems. Thanks.