Stellaris

Stellaris

579 ratings
Planetary Shields
 
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0.454 MB
Jun 16, 2017 @ 1:44pm
Jan 9 @ 9:45pm
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Planetary Shields

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Description
***Achievements will be disabled***

This mod is a standalone version of the planetary shields feature of the More Events Mod. Do not use it if you already use MEM.

If you like this feature please show it by rating it up, even if you are using MEM instead of this standalone mod. Given enough presence in the workshop maybe Paradox may pick it up at some point and give us a better officially implemented system to work with than this workaround. Let us show them it does not always have to be Star Wars to be popular ;)

Have you been disappointed by the useless vanilla planetary shield generator tech? If yes, then we are in the same boat. Not only does the building lack any useful stats which means building it is a wasted planetary tile, it does not even have a graphical effect. With this mod this is not the case anymore. As you can see, the stats have been overhauled to make it a useful choice to build. The graphical effects are meant to be seen but still not too intrusive to distract from or disable the view of the planet intself. The effects are animated, which means the screenshots do not really do them justice.

Features
  • Graphical effect for the planetary shield generator
  • changed effect for shielded worlds (less eyemelting green glow + shield generator 2 effect)
  • improved stats for the building to make it worth building it
  • a second tech to get an improved version of the shield generator (only obtainable after surveying an ancient shield world)

Incompatibilities

How to use?
  • At gamestart a deactivation project is spawned in your sitlog
  • Shields are updated on building completion, upgrade and demolishing as well as ruining. Planetary bombardement automatically ruins the shield generator once the planet health reaches zero which removes the shield effect until the building is repaired again.
  • In case you want to deactivate the mod midgame, you have to fire the deactivation project in your sitlog first in order to get rid of the shield ambient objects
  • The deactivation project is only started with a fresh game. If you activate this mod mid game and decide to deactivate it again you have to select one of your worlds and type "event mem_planetary_shields.15" into your console

Assets done by Space Core
Code done by Malthus
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262 Comments
-VI- Ragnok Ulfbhert Feb 8 @ 10:21am 
Could DownScaled ships be makeing the shield smaller than the planet. I had one of those mods that affected this till i figured it out
Malthus  [author] Jan 23 @ 2:21am 
The event placing the shield objects just checks if the target is no ringworld and has the building. The only reason you may not see the objects might be a mod changing the scalings or something.
Tal'Raziid Jan 23 @ 12:30am 
Okay, just not seeing the shield effect, nor am i seeing the situation log option; But perhaps Guililis (not sure hwo to spell it lol) Planet Modifiers conflicts, or Planetary Diversity
Malthus  [author] Jan 23 @ 12:15am 
It should, the shield graphics are activated on default.
Tal'Raziid Jan 22 @ 10:13pm 
Does this mod not work in Multiplayer?
Sensei Kensei~★ Jan 22 @ 4:44am 
@Ashura
Short answer: No.
Long answer: Noooooooooooooooo.
Ashura Jan 22 @ 4:36am 
is this achievement compatible?
Ravemaster99 Jan 18 @ 1:51pm 
@Tal'Raziid thx for the confirmation
@Malthus Sounds like you're all good i guess.
Cheers m8s
Tal'Raziid Jan 18 @ 12:48pm 
Works fine for me
Malthus  [author] Jan 18 @ 12:04pm 
Is there anything not working as usual?