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Ahhh nice catch! That's my mistake, will add it to the list for the next update! Sorry about that.
The planetary exploration blocker should appear on any planet you colonize.
@Nyyfandan
Yea! All this does, really, is shuffle some deposits.
For now it's a blocker you clear in the planetary features section. Later it'll be a dedicated screen on "Planet View", too, and very easy to find.
I mean the button or way to open the "Planetary Exploration Menu"
It's the discord linked in this mods description - member of the stellaris modding den. Scroll up just a little. I have a channel in there called wp-mods.
I'll trickle the updates out over a week, maybe two. Probably PFE and DWE first, MW slightly after.
I am trying to explain that I WILL "post" it as an alternative for those that want it, hosted on the mods spreadsheet / gdrive. But I need someone to send me the current version in a .zip before I release this next 4.0 update (happening soon!) or it's not going to happen. I don't have a local copy on my end anymore! Message me in my channel on the modding discord or add me as a steam friend.
I'm currently updating this for 4.x! The update will be pushed to steam soon. For anyone who wants to stick on StellarisPI (3.14, arguably the best version of the game) NOW is the time to save a local copy of this mod in a .zip. Because once steam pushes it, it'll be lost for good.
Ah yeah, fair enough!
All my mods are 3.14 for now. They all work perfectly together on that game version - nothing is updated.
Trying out this new version of the game now, and the mod's page reads it's still at 3.14. Reading some comments there, I wasn't sure whether it works correctly or not.
What made you uninstall planetary features if you don't mind my asking? Something I can improve? Or just a 4.0 thing.
Honestly I noticed an extreme amount of rudeness too and it put me off their mods also. However they work quick and definitely will be patched for 4.0 long before me it must be said! Thanks for the compliment and I will get there, but only after PDX finishes tinkering with planet view over the summer and we see real performance gains in 4.x, so it'll be a while!
Heya! Yeah I suspect the pop scale changes affected this mod. It'll be improved when I eventually do a 4.0 update.
As for a dedicated button - check out my "Planet View" mod in my workshop. If you run both together you get your dedicated button! In a later edition I might make this UI panel an actual major tab on the bottom, too. I think that'd be awesome.
On a different note, can you add an extra button for the Planetary Explanation? It being hidden in the planetary features as a seemingly random feature feels kinda low for such a great UI and idea. Maybe move it to planetary decisions, or, if at all possible, add an actual extra button (no idea if this is possible tho lol)
I want to be forced to engage a planet's defenses, losing ships in the process, just so that I can cover the transports landing armies on the planet's surface before disengaging my fleet. At War doesn't work like that. Although, I don't have First Contact and the mods that permit modding army transports are also out of date which puts a huge damper on the whole deal. Although I guess the Cloaking generators need some nerfs and a new "weapon" which just boosts your Detection needs to be added.
Anyway, I'm rambling, Defense Platforms for Strongholds and Fortress Specialized City Districts please! I'm begging you! It's too freaking cool to not do it!
Yeah I remember that mod! I never used it personally but it looked cool.
But I get what you're saying. Perfect shield generators, outside of the armies, would definitely put the emphasis on armies and it would be easier to implement than my grand idea of planetary guns able to intimidate battleship fleets... But there is another mod that implements planetary defense stations, but it's abandoned as far as I can tell. If all you could realistically implement was just the shield generator, strongholds that spawn planetary defense stations, and ownership of the planet able to flip the control it would honestly still be super fun.
(Not sure why you commented on this mod page?)
But overall you're completely right, I think! Well.. your concept is a little more complicated than it needs to be.
But in general yes, a model where armies are better landed _first_ before effective bombardment can happen would give them a real home in the game. Generally speaking having armies disable planetary shield generators, which would exist by default, gets us the gameplay we're looking for.
The other issue is that many current players hate the current micro associated with army gameplay. This is actually an a different arena of discussion, really - transport fleets. But players muddy them and condemn all army gameplay at once. Which is a shame. Anyway, make transport fleets fun and frictionless and then the army-first model of planet conquering becomes very appealing. Bombardment in this world is usually about supporting invasions, with certain civics/fleet stances able to break the rules.
But it would be pretty cheesy if destroying the Defense Platforms destroyed the Stronghold thereby unemploying the pops that were once contributing to armies.
I had the exact same idea tbh! I think it's a cool army screen, too. Keep an eye out on my workshop for the next version of "Planet View". I'll be seeing what I can do.
That'll be a long wait I'm afraid for PV and NW. I'm not touching any of the planet_view.gui stuff from 4.0 until the dust settles.
That said I'll look into the MW/PFE/DWE trinity - these can likely be updated sooner.
Yes!! I had a primitive version of this concept in PFE (and DWE) on their first releases, then realised there was a much cooler way of doing it dedicated to it's own mod. And that's where this comes from!
I havent tested with this in 4.0 yet, sorry! If it's an earlier version I'm not sure what your problem is - there is nothing to do with science ships in this mod.
Explain more of this idea, please?
This mod doesn't do anything with planetary modifiers, only features. So not sure sadly where the conflict is!
- "Terraforming cleans up planet modifiers and has a chance to roll new positive ones."
- "Over 400 new Planet Modifiers have been added.
· Most are spawned during the game start."
Perhaps its due to "new" planetary modifiers or an issue with when they spawn. Such as if MW hides the generic modifiers, only to have GPM come in after and overwrite them. I'm no mod maker and I know very little on how these things interact with one another, but I hope this helps.
Also, it would not surprise me if im missing something basic, in which please let me know.
It's written in the description.
Thanks!
If you tell me the specific incompatibilities I can see what I can do, but I don't run GPM so compatibility is a very low priority to me. I can't imagine they conflict in many ways really, it should work out of the box.
Other than that, the mod has worked great for me in the games I've played with it in.
Hah, no worries!
I'm not messing with tooltips I basically just "cheat" and swap the real deposits out for totally seperate "Unknown" ones. The original features aren't really hidden, they're lost for good. (Which isn't perfect but hey)