Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I can't download this mod. Can install 77 mods and can't do for this one.
@hypersot
I have managed to reduce the scope somewhat. (Thought not quite as far as I would like)
In general, you can edit only the blocks of brackets you are interested in and include only them in a file with a different name but in the same folder. eg. dsp_00_ship_sizes.txt
That way only that portion of the file will get overwritten.
That's basically how I make some very simple patches for the mods I use.
As I said though, I'm not the best to explain the procedure. However, it would be great if you followed that way to create your mod as it would be highly compatible with other mods.
By doing so, it conflicts with many mods out there.
Are those changes really necessary for the mod to work properly?
> How does this mod take into account the re-balancing of Platforms that 3.4 did?
In the base game prior to 3.4 there was no extension to the range of weapons on defense platforms, This mod added that. However in 3.4 as this was already incorporated into the base game, that feature was removed from the mod as it was unneeded.
Similarly, prior to 3.4 the base platform hp was 1500. The mod makes it 2500 but in 3.4 the base value has been increased to 2000 so the change made by the mod is smaller.
So basically the base game incorporated a more limited version of what was already present in this mod.
It would however be possible with a more involved mod which creates a whole new type of item and a new type of slot for that item and add slots onto the starbase at a certain level. This would require significant work. The simpler approach would be to just adding more utility slots which if filled with crystal hull plating would add hull strength. The number of utility slots already scales with level, but it is possible to adjust how much it scales.
The build speed of defense platforms can be set so whatever value is desired.
Can the hull strength be made sliding-scale, based on the level of the starbase? So, corvette-equivalent for the first couple of upgrades, and destroyer-equivalent for the last couple of upgrades?
Also, can the build speed of defense platforms and ion cannons be increased? I've seen the game has speed-up bonuses for everything except defense platforms.
Thanks! :D
As an example of how this has impacted this mod, if you were to run the 0.3 version of the mod with Stellaris 3.1 or 3.2 then it would have silently reverted a change made in the 3.1 base game which buffed the power output of the reactor on the crisis's corvette ships. (This occurred because the power outputs of reactors are all defined in one file and this file modified the defense platform's reactor output)
Updated for 3.2
@Peter34, to answer your question for this and other mods, an un-updated mod will almost always work, it just may have some unintended side effects. This has to do with the way mods work. The game stores all the modable files in a directory. Paradox updates these files with each new version of Stellaris to include new features, balancing changes, AI improvements etc. A mod is made by copying a few of these files and providing a modified version of them. If two or more mods provide a modified version of the same file, then the later one overrides the prior one. Similarly when Paradox updates the game they change the files, but if those updates are overridden by old mods then the user won't see the new feature. The game will still work, but you won't see the updates in those files. For small mods like this, this isn't much of an issue unless they happen to be in a similar area that saw major changes as part of the new release.
They increase by 10% instead of the usual 5% for normal weapon repeatables.
You can essentially infinitely stack hull and weapon strength, which will also stack with the normal weapon repeatables.
So neutron launcher defence platforms get 10% for weapons platform and 5% from energy weapon repeatables, per level! Making potencially some truly scary citadels!
Is there a way you could add an "if-statement" that the platform will only flip control if and when the starbase flips control?
I wish I knew how to mod but frankly I don't have the time to learn, I barely have time to play. Thanks for being responsive, all the best.
There are two flags available to mods that determine this:
can_disable = <yes/no> Determines should this Ship be disabled rather than be destroyed if at low health.
flip_control_on_disable = <yes/no>
Starbases have these both set to yes. But setting both to yes on defense platforms creates a awkward situation if in a battle some of the platforms are disabled but the station survives. This means the station is still owned by the original owner but the defense platforms flip control, and will attack the station when they come back online.
Possibly add a "large" platform as well, that's much tougher, and can house say more missile, L, M, Point Defense etc slots, or possibly even XL weapons?
The Masters of War mods are all so bad ass, but they aren't being updated any more.
The platforms get one-shotted by level 1 tachyon lances or whatever they're called (XL slot on battleships), so the cost to build is definitely not worth it.
So for 2.8 the mod has been simplified to just changing the size of the armor slot on defense platforms.
Unfortunately, that occurs when the game is begun without the mod and it is enabled later. To work properly it must be enabled from the start of the game. I don't know a way around this issue.
https://steamuserimages-a.akamaihd.net/ugc/786381507972284193/EEBA93DABC2808E791378B9270DFAD95472E5208/
Yes. Including fallen empires and the crisis.
Do the AI also use this?