Stellaris

Stellaris

1,033 ratings
Starbase Extended 3.0
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1.481 MB
20 May, 2024 @ 9:52am
23 Aug @ 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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3245080043

Kurosections Expanded:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2651345333

Vengeance Shipset:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2960574667

Vengeance Sections Expanded:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2960000167

U. C. F. Starship Troopers:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2869427983

German Historic Namelist:
https://gtm.steamproxy.vip/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
19 Nov, 2024 @ 6:38pm
Quick, simple-ish suggestion for inter-mod compatibility.
TrollofReason
3
4 Jan @ 6:11pm
Starbase template
Paste
2
30 May, 2024 @ 1:59am
Some suggestions
KaneDraco
774 Comments
Techlich 3 Oct @ 12:39am 
Sorry for the late reply. Thanks. Just checking. Was just worried since the bio ships sort of done line up with the mechanical ones, so was just making sure.
Exan_Flo 23 Sep @ 4:51am 
some modules have pretty rough spelling
Gage  [author] 23 Sep @ 1:29am 
@Nerd Verse

Good to hear. Have fun.
Nerd Verse 22 Sep @ 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] 22 Sep @ 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 22 Sep @ 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] 21 Sep @ 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 20 Sep @ 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] 19 Sep @ 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 18 Sep @ 7:34pm 
Also, do the ship yard (corvet, destroyer, etc) modules apply to the new bioships?