Stellaris

Stellaris

Ground Command
320 Comments
Risker the 34th  [author] 4 hours ago 
@Ben_D Lmao even better! we're once again compatible!
Ben_D⚜ 13 hours ago 
Hello Risker the 34th, I'm posting here to let you and others know that I've uploaded a patch for those who use the Military Enhancements 2.0 [Invasion Events & More] mod in combination with this one here. It makes the terrestrial military units from this mod utilise the Armaments strategic resource introduced by the Military Enhancements mod, which is what this Ground Command + Military Enhancements Patch did. I based what I uploaded off of that. It's called the Terrestrial Forces Compatibility Patch . I hope this helps a few people.
OP Sep 22 @ 12:56pm 
@Risker the 34th, hello! yes. the AI is not spawning their own ground armies, is this an in progress feature of the mod or is there a problem with it right now?
Risker the 34th  [author] Sep 21 @ 3:07pm 
@OP Guh! what do you mean? They aren't spawning their own ground armies or they are still deploying assault armies?
OP Sep 21 @ 10:04am 
hey i'm using this mod in 4.0 the mod is working perfectly in all aspects but the only problem i have in countered so far is that AI's seemingly cant or does not know how to use/ summon these new forces is this a 4.0 problem or is it just the base mod?
Kimanito Sep 14 @ 12:43pm 
Yeah thats the one. And no problem, I just appreciate that your keeping the mod up to date
Risker the 34th  [author] Sep 14 @ 12:37pm 
@kimanito Thats the mod that adds the events right? and the arms industry? I'm almost certain the way he did that was by making a copy of GCs army file and using it to override this one so it was still checking for the old districts.

If he doesn't update that in a month or so i might take a crack at making my own compat patch since my friend really likes that mod.

Glad you found the issue and really excited to hear you like the mod! :steamhappy:
Kimanito Sep 14 @ 11:18am 
I figured it out, it was an outdated patch for the military enhancements mod. Sorry for wasting your time lol. Still love the mod by the way. Very immersing
Kimanito Sep 14 @ 10:24am 
I am using other mods. I'll go through and see which ones are causing it to not appear. Most likely it's the building slot mod for 4.0 or something. The regular paladin,chivalrous adventure and infantry division is showing up as expected
Risker the 34th  [author] Sep 14 @ 8:59am 
@Kimanito They should appear automatically. Are you using any other mods? testing it on my end has it working as intended.
Kimanito Sep 13 @ 6:29pm 
I have also built consumer goods and alloy buildings and don't have the armour or air support units yet
Primarch sarge Aug 10 @ 7:41am 
@Risker the 34th it doesn't seem to be, I get a ctd whenever I combine the two, don't even get to see the menu before it crashes
Risker the 34th  [author] Aug 9 @ 4:31pm 
@Primarch Sarge It should? I don't use that mod so i don't know if it adds any armies or anything, if it does the armies will show up but might not be balanced with these armies. If it adds any army modifiers, like techs that give +x% army damage or something those will work just fine.
Primarch sarge Aug 9 @ 1:50pm 
does this mod work with Ancient cache of technologies?
Risker the 34th  [author] Aug 3 @ 5:03pm 
@Tech Priest are you using any other mods?
Tech Priest Aug 3 @ 4:55pm 
im using NSC and more building slots if that affects anything
Tech Priest Aug 3 @ 4:55pm 
Gotcha yeah, odd thing is I have like dozens of consumer goods and alloys buildings. in the year 2430 in my game making like 2k alloys and 1k consumer goods. Have never seen any of the other units still. Not even the anti grav armor that just researched
Risker the 34th  [author] Aug 3 @ 10:59am 
@Tech Priest because the districts no longer exist it was shifted to the Consumer goods or Alloys buildings. Either one should work but you need the buildings themselves not just the zones because for some reason there doesn't seem to be an easy way to check if a planet has a specific zone. In theory, you don't need any industrial zones because you can build those in the main city zone thing.
Tech Priest Jul 30 @ 11:33pm 
How do we get the option to build units that are armor or Air that need the industrial districts since those dont exist anymore? I have mixed industry and various other things yet still dont see Air or armor units
Risker the 34th  [author] Jul 16 @ 1:37pm 
@Akashi Zetsugou I definitely tried to keep things balanced when designing it, invasions should still be a challenge with this mod, just a challenge with more answers than "Big Number". As the game goes on you should unlock stronger armies that make things easier but nothing is stopping you or the AI from just stationing those stronger armies on planets to defend them. I haven't seen any complaints about the balance so i'd like to think i was successful.

The AI will absolutely use this mod, in fact they don't have a choice since the vanilla assault armies are disabled when the mod is running. Will they use incredibly realistic army compositions? Probably not. But they'll use the new armies and even use special armies or stronger armies that get unlocked later on.
Akashi Zetsugou Jul 16 @ 12:32am 
@Risker the 34th Hey! I been looking for a nice ground combat mod that improves it and yours sounds amazing, I am just curious about a few things I would hope if you could answer, is your mod balanced and is the AI able to use it well or is it only for players?
Risker the 34th  [author] Jul 5 @ 6:25pm 
@Civ5Fan Ah, so i have played with that mod and the compatibility patch a little bit. I'm not super familiar with the current state of it, but i do know that in his system certain armies, from both mods in the patch, are locked behind buildings that he added in. I'm honestly just grateful he made a compatibility patch at all since it saved me from having to do one lol.
Civ5Fan Jul 5 @ 8:19am 
I had this, military enhancements, and their patch. Tested and for some reason patch messed with things, mod works great now.
Risker the 34th  [author] Jun 29 @ 5:51pm 
@civ5fan I'm not entirely sure what you mean by robotic assault divisions, there shouldn't be any assault divisions at all if the mod is working correctly. Looking back into the code, the war bot requires some form of industrial or robot related buildings, such as the robotic assembly buildings, the forges, or the civilian industry buildings.

It requires you to not have ai outlawed, and to have the droids tech. If you fit all those requirements you should have the option.
Civ5Fan Jun 29 @ 5:28pm 
Cant seem to make them and was wondering if I missed something. I can make robotic assault divisions but not war bots even though they were both in the robot tech.
Risker the 34th  [author] Jun 29 @ 8:41am 
spec academy? If my memory is correct war bots are just the next level of robot tech.
Civ5Fan Jun 29 @ 8:38am 
What are the requirements for war bot army? Got a world with robots and spec academy. Are industrial districts one of the resource ones?
Risker the 34th  [author] Jun 1 @ 11:17am 
Im not sure when you can unlock Psi armies if you are really trying to rush them but the main issue there is that this mod just doesn't tough the special armies, Psi/Gene/Xeno/Legion etc... so they are at the same stats as if assault armies were the best there was.

For compatibility reasons the less vanilla things are touched the better and psi armies are probably one of the few that other mods might interact with. I believe the feudal roster actually has a unique army if you are also psionic.
Gake Jun 1 @ 10:12am 
The balance of this mod renders psionic armies obsolete before you research it.
Risker the 34th  [author] May 31 @ 1:18pm 
@Duck Theocracy none of that should really matter for this. the location of the planet shouldn't really matter because the galactic map doesn't relate to the army mechanics. The capital moving might mess up one specific unit but i find that fairly unlikely too.

4.0 definitely required some updated of GC but that should be completed now, from what i can see all the 4.0 issues have been resolved.

Intermod compatibility is always tricky, this isn't a Giga-sub mod and i haven't used gigas in quite a while so i'm not sure exactly what the issue would be but this mod operates based on Ethics, Authority type, and Technology, so if something changes those it might have compatibility issues, if it doesn't then it should be fine.
Duck Theocracy May 31 @ 6:21am 
@Risker the 34th I asked in the giga discord and figured our that in the origin it instantly relocates your capital and all planets of your capital system to a new system at the end of the map generation. I was also told that it might have been change in the script since 4.0 update. So for now it would probably be best to not use this mod and Away on and island origin for the time being.
Risker the 34th  [author] May 30 @ 7:43am 
@Duck Theocracy sounds like that origin force spawns you into some sort of custom authority or something?
Duck Theocracy May 30 @ 5:43am 
This mod breaks when you use the origin Away on an island, from Gigastructural Engineering & More, and causes you to only be able to build zenomorph army. It work with the other origins but just not this one. I went ahead and loaded your mod and giga alone to make sure and it only happens when you use the Away on an island origin.
Risker the 34th  [author] May 16 @ 7:46am 
@MyFireBow that is a good question, my guess would be generic infantry divisions but i haven't tried so i can't be sure.
MyFireBow May 16 @ 2:21am 
How does this work with bodysnatchers? Like what kind of armies would prepare invasion spawn?
Risker the 34th  [author] May 13 @ 6:57am 
@SUMatt Yes the AI will use the armies, probably not in the best ways but they'll try their best.
SUMatt May 13 @ 4:16am 
Will AI make effective use of the armies?
Primarch sarge May 12 @ 12:46pm 
@Risker the 34th Ah ok, thanks a lot, I wasn’t aware of that. Sorry
Risker the 34th  [author] May 11 @ 5:16pm 
@Primarch Sarge that is intended behavior at the start of the game, you are a gestalt machine hive, you aren't wasting resources on reinventing the wheel 100 times like organics are. You unlock more advanced unit types as you progress through the tech tree, ultimately unlocking a titan unit like every roster.

Individualist machines have a larger starting roster on account of them being unique beings who are not quite as myopic in their collective focus.
Primarch sarge May 11 @ 4:41pm 
@Risker the 34th I have 2 units I can recruit on the menu
Risker the 34th  [author] May 11 @ 2:18pm 
@Primarch sarge do you have any armies to recruit at all or is the window just empty?
Risker the 34th  [author] May 11 @ 2:17pm 
@TriangularBlasphemy yes, some armies are still energy based because they don't have a logistics component. For armed employees you aren't transporting anything, you're handed employees already on the planet whatever broken table legs and big rocks you can find and throwing them at the invading purge bots so paying for them with logistics seemed kind of silly.

Many non-corpo armies also use trade as a small upkeep to represent the continued shipment of ammo, food, replacements, etc... the numbers are definitely up for review as i haven't experimented that much with how much trade an empire can pump out when it wants to.
Primarch sarge May 11 @ 2:17pm 
It works for human empires but not for machine gestalt, only shows 2 units
Primarch sarge May 11 @ 2:16pm 
@Risker the 34th I’m running a few mods, yk what could cause incompatibility if it is one?
TriangularBlasphemy May 11 @ 10:49am 
Heads up, armed employees are still Energy Credit based, but that may be intentional on your part?
TriangularBlasphemy May 11 @ 10:35am 
Looks like deniable operations are BACK ON THE MENU, BOYS!

Thanks a bunch, Risker!
Risker the 34th  [author] May 11 @ 8:19am 
@TriangularBlasphemy pushing an update to incorporate trade into the mod right now :steamthumbsup:
Risker the 34th  [author] May 11 @ 8:04am 
@Primarch Sarge so i justed booted up a test game and the armies are showing up in the recruitment list as intended for Gestalt robot empires. Are you running any other mods?
Primarch sarge May 11 @ 7:08am 
@Risker The 34th I'm using gestalt machine empire
Risker the 34th  [author] May 10 @ 1:19pm 
@Primarch Sarge are you are gestalt machine or an individualist machine? and are no armies showing up at all?