Stellaris

Stellaris

Outpost changes
49 Comments
Brennal 20 Apr, 2021 @ 7:01pm 
hey sorry forgot to get back to you on this it did work! lol not sure if it works after 3.0 now though
@James Fire
James Fire  [author] 8 Apr, 2021 @ 10:17pm 
AFAIK outposts don't give any protection, and I don't change that.
Bandito 8 Apr, 2021 @ 3:41pm 
nvm I justed tested it disabled and enabled and I got the same result.
I got a massive hangar station but it looks like theres still piracy, I don't get how it works.
https://imgur.com/9JQAlKH
James Fire  [author] 8 Apr, 2021 @ 3:07am 
@Brennal What didn't happen that you expected to happen?

@LtHale what base protection?
Bandito 8 Apr, 2021 @ 12:47am 
It works except base protection doesn't actually suppress piracy
Brennal 21 Feb, 2021 @ 10:40am 
It does not work i disabled all mods and it still did not work. For me any ways.
James Fire  [author] 10 Feb, 2021 @ 3:26pm 
Does it not work?
Brennal 10 Feb, 2021 @ 2:14pm 
need to update this. Youre the only mod like this!
James Fire  [author] 24 Jul, 2019 @ 7:33pm 
Here we are. This will also only work if NSC is active.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1814449623
Spiffing Reynard 24 Jul, 2019 @ 12:57pm 
Omg, dude you are amazing.

well Hyperlane Highway is all I needed... thanks
James Fire  [author] 24 Jul, 2019 @ 7:03am 
I can do that.

Do you want this mod as the patch base, which includes the removal of outpost energy maintenance, or Hyperlane Highway as the base, which doesn't?
Spiffing Reynard 23 Jul, 2019 @ 9:42pm 
Oh I noticed that upon using NSC and "Kurogane Alternate Ships" that I could no longer get 1 module on an outpost (used both mods at the same time, I disabled all of my mods except for those two cuz I figured they would be affecting the same part of the game as this?)

So... this is like literally the only outpost mod I can find that allows you to make a hyperlane highway... any chance that you could make a patch?

It's just that NSC is hands down amazing and the hyperlane highway concept was so good when Alpha Ash put it in Alpha mod but he no longer views it as worth it wich is strange so I was excited to see you with this mod but it conflicts with like the best ship mod for this game. Big F
James Fire  [author] 23 Jul, 2019 @ 9:21pm 
What shipset mods are you using that interferes with this?
James Fire  [author] 23 Jul, 2019 @ 9:20pm 
Shipset mods that only add a shipset should be fine. NSC looks like it would require a version specific to it.
Spiffing Reynard 23 Jul, 2019 @ 7:53pm 
anyway to make this more compatible with mods like NSC or shipset mods? upon using them this mods effects get reversed and you don't have a building slot available on outposts
James Fire  [author] 5 Aug, 2018 @ 11:01am 
I see no reason why it shouldn't.
Makinus 5 Aug, 2018 @ 9:35am 
this works with 2.1.2?
James Fire  [author] 15 Mar, 2018 @ 10:15pm 
You're welcome! I hope to hear feedback on the changes.
DICK BLASTER™ 15 Mar, 2018 @ 10:01pm 
thanks! just in time for our evening sesh too!
James Fire  [author] 15 Mar, 2018 @ 9:44pm 
Alright, changes made. Hyperlane Highway building now require only 2 energy, but requires the FTL Inhibitor technology to build.
James Fire  [author] 15 Mar, 2018 @ 9:18pm 
Less upkeep.. Hmm. It does seem a bit... over the top.
DICK BLASTER™ 15 Mar, 2018 @ 6:54pm 
can you release a version with less building upkeep maybe 1 energy upkeep? 4 energy is a lot, 5 of theses is already 20 a month, that's comparable to the output of a whole planet, most buildings and stations in the game require 1 energy anyways, I love your mod btw the hyperspace highway building needs to be added in vanilla imo
James Fire  [author] 13 Mar, 2018 @ 9:44pm 
Happy to help! Especially when it is something easy like this.
Rustybot 13 Mar, 2018 @ 9:37pm 
*boop* "That was easy." Thanks a bunch dude!
James Fire  [author] 13 Mar, 2018 @ 9:24pm 
You just want the building? Alrighty then. 10 minutes.
Rustybot 13 Mar, 2018 @ 8:03pm 
is there a possibility you might eventually make a version of this that doesn't change the upkeep cost?
James Fire  [author] 9 Mar, 2018 @ 9:29am 
The buildings require 200(?) minerals 15 influence each, plus 4 energy upkeep. They are not able to be spammed.
StormFather 8 Mar, 2018 @ 8:36pm 
How does the AI interact with this mod, will they spam outposts will buildings everywhere and suddenly you can get around too fast, or are the buildings fairly expensive to count this?
ArchAngelOsis 3 Mar, 2018 @ 4:52am 
they also showed good roads are great for invaders and raiders
kelstr 2 Mar, 2018 @ 10:30pm 
awesome !!
James Fire  [author] 2 Mar, 2018 @ 10:28pm 
There, fixed the Loacalisation. The building should now be called "Hyperlane Highway"
slight001 2 Mar, 2018 @ 10:15pm 
This is a briliant idea. I just finished a game wishing I had something like this. As the Ancient Romans showed good roads are the key to an enduring empire.
James Fire  [author] 2 Mar, 2018 @ 10:06pm 
I'll look into getting it to have a prereq. Of something.
kelstr 2 Mar, 2018 @ 9:36pm 
He'll make it hyperdrive 3 lol just because it's so expensive "as it should be" that you can't really afford it early game
James Fire  [author] 2 Mar, 2018 @ 9:20pm 
I thought I made the localisation properly...

And you think so? I don't think it should require Hyperdrive 2, maybe it should require something, but not that.
kelstr 2 Mar, 2018 @ 9:08pm 
Did you fix the name of the building? For me it said something weird like warp_increase_lane_tech or something weird like that. It needed a proper building name. Also... having it blocked by hyperlane tech 2 or even level 3 is actually a really good idea if you ask me.
James Fire  [author] 2 Mar, 2018 @ 8:07pm 
Yeah, I fixed the tech requirement. It shouldn't be requiring anything now, except that you have a building slot.

And good! If you want to go fast, you gotta pay.
kelstr 2 Mar, 2018 @ 8:04pm 
yeah you had to research hyperdrive lvl 2 to unlock it... it's REALLY expensive lol which I think is good... 4 energy per base !!
James Fire  [author] 2 Mar, 2018 @ 7:23pm 
Turns out I made a mistake in it. Updated to fix.
James Fire  [author] 2 Mar, 2018 @ 6:48pm 
You shouldn't...
kelstr 2 Mar, 2018 @ 2:47pm 
Side note, I already edited this mod back to have 1 energy cost ;) so all good
kelstr 2 Mar, 2018 @ 2:43pm 
I just built an outpost... and currently can only build the Resource Silo... do you have to "research" a tech to get the Hyperlane Highway?
James Fire  [author] 2 Mar, 2018 @ 10:24am 
Huh. It told me it didn't comment. Oh well.
James Fire  [author] 2 Mar, 2018 @ 10:23am 
@kelstr

That will be trivial to do. I can do it after work.

@Dr. Snek

50%. Tuning is probably needed.
kelstr 2 Mar, 2018 @ 10:00am 
Thanks homie !! Much appreciated
James Fire  [author] 2 Mar, 2018 @ 9:50am 
@kelstr

That will be trivial to do. I can do it after work.

@Dr. Snek

50%. Tuning is probably needed.
Nicho 2 Mar, 2018 @ 3:35am 
Also came over from the Reddit post. Thanks for this zparadis, you're doing God's work here! Roughly how much of a % increase is the improvement to sublight speed offered?
kelstr 1 Mar, 2018 @ 11:27pm 
Just came over from the reddit post !! I was going to mod this, but then I saw your comment !! Fantastic !! Any chance of a version that leaves the maintenance at 1 like 2.0.2 but with your changes?