Stellaris
Stellar Fortress (for 1.9.x)
33 comentarios
capitaine raynor 24 JUN 2018 a las 13:20 
yeah
Leroy  [autor] 23 JUN 2018 a las 2:47 
Ok, here we go Stellar Fortress Reloaded . Have fun :)
capitaine raynor 11 JUN 2018 a las 2:43 
ok, put the link when it's ready :) good luck and thank you for your dedication
Leroy  [autor] 9 JUN 2018 a las 11:58 
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 31 MAY 2018 a las 7:31 
ok ;)
Leroy  [autor] 30 MAY 2018 a las 9:43 
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 27 MAY 2018 a las 9:05 
yes, X and T ^^
Leroy  [autor] 27 MAY 2018 a las 1:22 
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 1 ABR 2018 a las 6:21 
When i go to defense platform build section in the Starbase the game crash.
capitaine raynor 24 MAR 2018 a las 4:20 
thank you to tell us if the mod runs under 2.0 or if we must disable it and unsubscribe if it is obsolete (I prepare the mods)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 13 MAR 2018 a las 13:54 
work 2.0 ? planned or not?
Vibby 27 ENE 2018 a las 18:13 
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 6 ENE 2018 a las 8:56 
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 28 DIC 2017 a las 6:48 
Hey Leroy will you be updating this mod to 1.9 anytime soon please? :steamhappy:
windinsky122 25 DIC 2017 a las 8:40 
update to version1.9.1, very very thanks
LUCSATARION 18 DIC 2017 a las 14:13 
Update to the version of the game please
Leroy  [autor] 30 OCT 2017 a las 7:56 
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 30 OCT 2017 a las 6:40 
Will the AI build these?
Leroy  [autor] 29 OCT 2017 a las 7:05 
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  [autor] 29 OCT 2017 a las 0:53 
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 28 OCT 2017 a las 20:36 
You can have all L2 heavies with those reactors, you just can't have the screenshot, which has only 11 zero point reactors.
Leroy  [autor] 28 OCT 2017 a las 15:24 
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 28 OCT 2017 a las 8:38 
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  [autor] 28 OCT 2017 a las 0:40 
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 27 OCT 2017 a las 18:12 
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  [autor] 27 OCT 2017 a las 17:50 
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 27 OCT 2017 a las 14:54 
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  [autor] 27 OCT 2017 a las 14:50 
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 26 OCT 2017 a las 22:33 
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 26 OCT 2017 a las 22:24 
Could you please add the Enigmatic Reactor to the main power station selection?
Leroy  [autor] 21 OCT 2017 a las 16:18 
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 21 OCT 2017 a las 15:18 
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 21 OCT 2017 a las 12:47 
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.