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The only thing that you wont be able to do is if you already upgraded your starbase to max and miss the citadel lvl and built it there as CDGS can only be build if you have Citadel lvl.
Really no idea, as I dont use that mod.
The only confirmed thing that works are the +1k fleet capacity.
Unfortunately, this is due the an OFFICIAL Stellaris 3.4 bug. It seems they are now aware of it, but update for the main game for it might take a while, as long as its not fix,this almost half of this mod features is broken.
(You can still leave it in your save game, once the devs officially fix it, the bonuses will automatically applied once you load your save game)
Needs to change: Modifiers: They no longer affect starbases so once you build the cdgs, they wont apply the bonus hp/armor/shields.
Updated - Changes and Massive Bugfix:
Changes:
-Adds more Large Weapon slot to the Headquarters totaling 16 x L
-Adds more Large Weapon slot and Medium Slot to Module totaling 8 x L and 12 x M
-Adds Administrative Cap of 400
-Drastically Buff HP/ARMOR/SHIELD
-Drastically Buff Weapon dmg and Fire rate bonus
--Both entries above are compensation for the lack of many many weapon slots. (As I do believe, a super massive station like this should have thousands of weapons, but I cant fit them all here so as an alternative, I buff those two above)
Due to the "powerful" buff above, I've added a -25 defense platform on HQ and Module.
(so you'll either need to use other mods to be able to build ion cannons and such or just dont use the HQ or Module.)
Bug Fix:
-Fix M slot not appearing on module due to wrong code input.
Due to the Bug Fix and a few more gunslot, You will need to resell and rebuild your HQ and Module.
As compensation, for the next few days, I've made the Build time and Cost as cheap as possible so you can easily apply the new feature and bugfix without worry.
-Adds 5 x Extra Large Weapon + 4 x Large Weapon slot to the Headquarters
-Adds 1 x Extra Large Weapon, + 4 x Large Weapon + 4 x Medium Weapon Slot to the Station
-Headquarter price cost deducted by 25%
-Station price cost deducted by 25% + 1500.
-New Tech Requirements:
BOTH: Energy Lance 1 and Mass Accelerator 1
(This is to ensure that the CDGS when build, will spawn with an XL weapon and to not bug it out)
AI feature changes:
-Doubles the HP added to make them durable more but slightly nerf others. (You still get an much better starbase with this anyways so a this is a little help for them)
-Replace AI event trigger to "per decade"
So yeah, all in all, with the new addition of the tech, this might be considered as a late game Fort.
Aside from that, game should auto repair itself and fix your save game so you wont have any crashes when you save and load it the next time.
So make sure you save after once you resell and rebuy your HQ, This is the result from what I tested with my previous saves.
@everyone: Just a heads up for the upcoming update for this:
-Removed all CDGS station Buildings
-Adds new CDGS - Station Module
--Similar to an HQ but without the naval cap bonus and also provides massive firepower. (this is basically a combo of the 2 station buildings - fully merged into a module)
-Small buff on the HQ (Increase hp and so on)
-Also small nerf on the HQ (Removed some empire wide bonus but the buff above should compensate for it)
-PRICE: 15k Energy (10k for HQ) and 15k Alloys on Both Modules (HQ for Capital area only, CDGS - Station for any other Citadel)
So why do this? Answer:
-I've added a 3d model for the HQ and CDGS - Station, Both uses the same model but the Station is a bit smaller)
-For roleplay purposes, ever wonder where that 1M+ HP comes from? where that massive firepower comes from? Here's the answer to it, A new 3d model module that will be attached to your current Citadel.
-Made within 15mins on Maya (So dont expect a really beautiful looking station module)
New Images posted. Mod will be updated once finalize within a day or two.
@Everyone: Works fine with 2.8, I just forgot to update
also im a huge fan of your mod, please make more like it, and could you add a citadel shield modual to your mod (that can be built more then once as it stacks)
They removed the use of "country_modifer" on starbase buildings so I have to separate Citadel Grid Defense Headquarters into 2. 1: module, 1: Building.
The stability, pop ethics, naval cap addition is now on the module, You'll need to build the module first before you can build the building.
The requirements is still the same, just divided into the 2.
New Tech Requirements:
-Sapient AI Defense Grid System (Final Tech that you need to be able to build the Defense Grid)
To get Sapient AI Defense Grid System, you need:
-Synchronized Defences Technology (Basic Defense Grid Supercomputer)
-Starbase 5 Technology (The Citadel)
-Administrative AI (it's the Self Aware Logic Tech, hive minds can research this)
-Extended Combat Algorithms (It's the tier 2 combat computer)
Basically, I removed now the Sapient AI Technology and replaced them with the Admin AI and ECA.
Also, I reduce the S-AI-DGS tech req from 20k to 15k
Also, the player citadel when fully kited to defense (no shipbldg/trade/etc) with a 135k no platform can kill a 80-150k fleet. usually.
I might make the same features of the player to the AI as well later on.
@everyone: I cant remember if I uploaded the changed AI tech requirement, i'll do it later on if not. :v
Now yes I COULD change my policies for a time once I unlock the requisite techs and hope that it comes up before the happiness penalties and faction unrest get to bad and then switch it back but I'll admit that I like to roleplay my creations to a degree and gaming the system like that doesn't appeal to me.
Also correct me if I'm wrong but Gestalt Consciousness also cannot research Sapient AI can they? Or am I mixing this up with another technology...
Anyways back to my main point, do you think you could create something similar to this except geared more towards a Spiritualist/Psionic based playstyle?
Durable Ships
Could AI use it?
Save game? Yes, should work fine as long as you havent reach Mid-Game pulse OR if you already have, then the End-Game Pulse.
(It's only needed for the AI boost, other than that, fully save game compatible but if you already pass those two, the AI wont get anything.)
Ex: Midgame is 2300 and endgame is 2400. Empire1 is active and reach MG, he recieves the bonuses. Empire2 became active after MG, he WONT receive the bonus unless he reaches EG alive. Empire3 became active AFTER EG, he wont receive the bonuses forever.
(Bacame active = from primitive to FTL empire)
basically, the code will only be run twice, Midgame pulse and endgame pulse.