Stellaris

Stellaris

1,021 ratings
Starbase Extended 3.0
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1.481 MB
May 20, 2024 @ 9:52am
Aug 23 @ 4:27am
22 Change Notes ( view )

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Starbase Extended 3.0

Description
Starbase Extended 3.0 is an overhaul of the old !Starbase Extended! mod created by DrBlood.

All credits for the scripts, ui-elements, icons of the old mod go to him, SableDrake, Orrie and Mario.

I've overhauled the mod to make it work with Stellaris Vanilla, NSC and ACOT, fixed some issues and optimized the scripts.


Starbase Extended 3.0 Supports Stellaris 4.**.* (Vanilla), NSC and ACOT.

Features:

Starbase Levels:

- Starport: 6 Modules / 4 Buildings

- Starhold: 12 Modules / 9 Buildings

- Fortress: 16 Modules / 14 Buildings

- Citadel: 21 Modules / 21 Buildings

- Stronghold: 28 Modules / 28 Buildings

- Headquarters: 35 Modules / 35 Buildings

- Various Modules and Buildings.


IMPORTANT

Starbase Extended 3.0 is NOT 100 % save-game friendly!
It will work with a save-game if you have used the old SBX mod in your playset when saving a game.

In all other cases a new game is required!

Do not use in the same playset with !Starbase Extended! or !Starbase Extended! 2.0.

Load order:

- NSC (optional)
- Other mods like ship-sets.
- UI-Overhaul Dynamic MANDATORY
- Starbase Exteded 3.0 (MUST be loaded below UI-O, NSC and ACOT!)


Check out my other mods:

Kurogane 2.0 Shipset:
https://steamcommunity.com/sharedfiles/filedetails/?id=3245080043

Kurosections Expanded:
https://steamcommunity.com/sharedfiles/filedetails/?id=2651345333

Vengeance Shipset:
https://steamcommunity.com/sharedfiles/filedetails/?id=2960574667

Vengeance Sections Expanded:
https://steamcommunity.com/sharedfiles/filedetails/?id=2960000167

U. C. F. Starship Troopers:
https://steamcommunity.com/sharedfiles/filedetails/?id=2869427983

German Historic Namelist:
https://steamcommunity.com/sharedfiles/filedetails/?id=2816754742


Please rate the mod when you like it. It helps the visibility of SBX 3.0 on the workshop page.
Popular Discussions View All (6)
20
Nov 19, 2024 @ 6:38pm
Quick, simple-ish suggestion for inter-mod compatibility.
TrollofReason
3
Jan 4 @ 6:11pm
Starbase template
Paste
2
May 30, 2024 @ 1:59am
Some suggestions
KaneDraco
773 Comments
Exan_Flo Sep 23 @ 4:51am 
some modules have pretty rough spelling
Gage  [author] Sep 23 @ 1:29am 
@Nerd Verse

Good to hear. Have fun.
Nerd Verse Sep 22 @ 3:13pm 
I had been having issues with that UI with this update, but unsubscribing/subscribing did the trick. I also did like it asks and have it near the end in load order. It loaded and then I ran it with this mod too, looks fine. Thank you.
Gage  [author] Sep 22 @ 2:24pm 
@Nerd Verse

You need UI-Overhaul Dynamic installed to run SBX.(see REQUIRED ITEMS above).

It can be the case that Steam did not update it properly. Un-sub and re-sub to it to force Stean to update UI-O.

SBX runs fine with 4.1. I've tested it with my full mod-set active and no problem at all.
Nerd Verse Sep 22 @ 2:17pm 
I'm not sure the exact reason but this mod kills any game launch. I disabled all other mods and tried this independently, still crashes.
Gage  [author] Sep 21 @ 2:44am 
@Techlich

The production modifiers should work for all shipsets as they are universally valid as long as PDX does not change their scope.
Techlich Sep 20 @ 10:25pm 
1-2.) Dam, was hoping I could, but you are right in that your modules give a lot of customization anyway. Thanks.
3.) I mean that, there are modules which boost production of certain ship classes such as corvets or cruisers. I was wondering how those translate to bioships, or space fauna if they work with beast ports.
Gage  [author] Sep 19 @ 1:53am 
@Techlich

Preliminary remark:
Starbases can’t be designed like ships in the designer by default.

To answer your questions:

1. The default modules (displayed when you hit the "?" in the command view) are modified and stronger than in vanilla.
They update according to the tech (starbase- and tech-level) you research. Those can't be actively designed.

2. Due to the amount of modules and buildings available in SBX you are able to "design" the individual layout of the starbase and to specialize them but there are limits to the amount of modules you can build(e.g. 2 T weapon modules only / see tooltips).

3. There are no shipset restrictions for the shipyard modules.
Techlich Sep 18 @ 7:34pm 
Also, do the ship yard (corvet, destroyer, etc) modules apply to the new bioships?
Techlich Sep 18 @ 5:03pm 
Does this mod let you alter the weapons (and other stuff) loadout of star bases?
Sorry if I'm just blind.