Stellaris

Stellaris

Stronger defense platforms
50 kommentarer
Dramoth 30. okt. 2023 kl. 15:30 
Can you remove or drasticly reduce the upkeep from the platfroms? when i install some large modules at a platfrom the upkeep goes to 6 credtis per platform!
Freelmeister 16. apr. 2023 kl. 9:56 
Default platform HP is 3000, but the mod still reduces that to 2500. Would you mind changing that?
droopy's ejuice 12. dec. 2022 kl. 14:24 
@vhodnoylogin @Mike Louis unsubscribe with launcher open, close launcher, subscribe with launcher closed, then reopen launcher, its a steam bug
Mike Louis 11. dec. 2022 kl. 11:09 
For some reason this particular mod won't install.
Vhodnoylogin 11. dec. 2022 kl. 9:40 
Whats going on?
I can't download this mod. Can install 77 mods and can't do for this one.
Stacdaed  [ophavsmand] 10. dec. 2022 kl. 22:32 
Updated to 3.6
Stacdaed  [ophavsmand] 29. juni 2022 kl. 22:38 
Updated to support 3.4.5>
@hypersot
I have managed to reduce the scope somewhat. (Thought not quite as far as I would like)
hypersot 17. juni 2022 kl. 12:11 
That would be hard to explain for me since I'm not a modder.

In general, you can edit only the blocks of brackets you are interested in and include only them in a file with a different name but in the same folder. eg. dsp_00_ship_sizes.txt
That way only that portion of the file will get overwritten.

That's basically how I make some very simple patches for the mods I use.

As I said though, I'm not the best to explain the procedure. However, it would be great if you followed that way to create your mod as it would be highly compatible with other mods.
Stacdaed  [ophavsmand] 17. juni 2022 kl. 11:59 
@hypersot They are in the same file. So I don't know a way to avoid it. If there is, please let me know
hypersot 17. juni 2022 kl. 1:48 
I noticed that the mod modifies all ships, from colonizers and constructors up to Titan ships.
By doing so, it conflicts with many mods out there.

Are those changes really necessary for the mod to work properly?
LegendFusion 28. maj 2022 kl. 7:55 
Is it possible to get a NCS compatible version?
Stacdaed  [ophavsmand] 15. maj 2022 kl. 18:03 
@Peter34
> How does this mod take into account the re-balancing of Platforms that 3.4 did?

In the base game prior to 3.4 there was no extension to the range of weapons on defense platforms, This mod added that. However in 3.4 as this was already incorporated into the base game, that feature was removed from the mod as it was unneeded.

Similarly, prior to 3.4 the base platform hp was 1500. The mod makes it 2500 but in 3.4 the base value has been increased to 2000 so the change made by the mod is smaller.

So basically the base game incorporated a more limited version of what was already present in this mod.
Selmephren 14. maj 2022 kl. 22:27 
Thanks for your work Stacdaed!
Peter34 14. maj 2022 kl. 22:26 
How does this mod take into account the re-balancing of Platforms that 3.4 did?
Stacdaed  [ophavsmand] 14. maj 2022 kl. 17:47 
Fix to work with 3.4 is released
The Cosmic Comrade 13. maj 2022 kl. 14:59 
Denne kommentar afventer at blive analyseret af vores automatiske indholdskontrolsystem. Den er midlertidigt skjult, indtil vi bekræfter, at indholdet ikke er skadeligt (f.eks. links til websider, som forsøger at stjæle oplysninger).
Selmephren 12. maj 2022 kl. 20:58 
Does not work with 3.4 While this is active there are no construction ships at all.
xXxELYSIAN_PATRIOTxXx 6. maj 2022 kl. 17:11 
Does this still work with 3.3?
Stacdaed  [ophavsmand] 21. jan. 2022 kl. 13:09 
@napamathguy There isn't a direct way to increase the hull strength of the base based on level.


It would however be possible with a more involved mod which creates a whole new type of item and a new type of slot for that item and add slots onto the starbase at a certain level. This would require significant work. The simpler approach would be to just adding more utility slots which if filled with crystal hull plating would add hull strength. The number of utility slots already scales with level, but it is possible to adjust how much it scales.

The build speed of defense platforms can be set so whatever value is desired.
napamathguy 19. jan. 2022 kl. 16:26 
Two questions:

Can the hull strength be made sliding-scale, based on the level of the starbase? So, corvette-equivalent for the first couple of upgrades, and destroyer-equivalent for the last couple of upgrades?

Also, can the build speed of defense platforms and ion cannons be increased? I've seen the game has speed-up bonuses for everything except defense platforms.
Deadles 7. dec. 2021 kl. 1:51 
@Stacdaed
Thanks! :D
Stacdaed  [ophavsmand] 6. dec. 2021 kl. 21:41 
... continued from below ...

As an example of how this has impacted this mod, if you were to run the 0.3 version of the mod with Stellaris 3.1 or 3.2 then it would have silently reverted a change made in the 3.1 base game which buffed the power output of the reactor on the crisis's corvette ships. (This occurred because the power outputs of reactors are all defined in one file and this file modified the defense platform's reactor output)
Stacdaed  [ophavsmand] 6. dec. 2021 kl. 21:40 
@Peter34 @Deadles
Updated for 3.2

@Peter34, to answer your question for this and other mods, an un-updated mod will almost always work, it just may have some unintended side effects. This has to do with the way mods work. The game stores all the modable files in a directory. Paradox updates these files with each new version of Stellaris to include new features, balancing changes, AI improvements etc. A mod is made by copying a few of these files and providing a modified version of them. If two or more mods provide a modified version of the same file, then the later one overrides the prior one. Similarly when Paradox updates the game they change the files, but if those updates are overridden by old mods then the user won't see the new feature. The game will still work, but you won't see the updates in those files. For small mods like this, this isn't much of an issue unless they happen to be in a similar area that saw major changes as part of the new release.
Peter34 5. dec. 2021 kl. 19:28 
Does this mod work with 3.2?
Deadles 26. nov. 2021 kl. 1:30 
Update for 3.2?
PookySmile 27. okt. 2021 kl. 22:22 
Works fine
Peter34 2. okt. 2021 kl. 19:11 
Does this mod still work in 3.1?
Danny 27. sep. 2021 kl. 1:26 
There is no need for this mod, just stack defence platforms repeatables.
They increase by 10% instead of the usual 5% for normal weapon repeatables.
You can essentially infinitely stack hull and weapon strength, which will also stack with the normal weapon repeatables.

So neutron launcher defence platforms get 10% for weapons platform and 5% from energy weapon repeatables, per level! Making potencially some truly scary citadels! :steamhappy:
somekindofpast 26. sep. 2021 kl. 21:15 
does this work without updating?
Sentry Ward 16. juni 2021 kl. 9:24 
@Not Evil there is mod At War, check it out. It got updated to 3.0.3 and do right what you asked
Not Evil 5. maj 2021 kl. 8:59 
Gotcha, thanks for the explanation. Also the correct mod I was mentioning was "At War: Defense Platform Longevity" by The Dadinator. I saw He was done with stellaris modding somewhere roughly 6 months ago.
Is there a way you could add an "if-statement" that the platform will only flip control if and when the starbase flips control?

I wish I knew how to mod but frankly I don't have the time to learn, I barely have time to play. Thanks for being responsive, all the best.
Stacdaed  [ophavsmand] 4. maj 2021 kl. 0:55 
It is possible, but not without an awkward side effect.

There are two flags available to mods that determine this:
can_disable = <yes/no> Determines should this Ship be disabled rather than be destroyed if at low health.
flip_control_on_disable = <yes/no>

Starbases have these both set to yes. But setting both to yes on defense platforms creates a awkward situation if in a battle some of the platforms are disabled but the station survives. This means the station is still owned by the original owner but the defense platforms flip control, and will attack the station when they come back online.
Not Evil 3. maj 2021 kl. 9:01 
Thanks for updating that. Is there any possibility you could integrate the "Platform longevity" mod from "Masters of War" series of mods? Instead of the platforms being destroyed outright, they have a rebuild timer, which is like after 6 months or something they start to repair. So once they're built, they don't get obliterated.

Possibly add a "large" platform as well, that's much tougher, and can house say more missile, L, M, Point Defense etc slots, or possibly even XL weapons?

The Masters of War mods are all so bad ass, but they aren't being updated any more.
Stacdaed  [ophavsmand] 27. apr. 2021 kl. 23:15 
Good suggestions. I have both reduced the cost of the platform and increased the power output of the generator
Not Evil 26. apr. 2021 kl. 15:59 
Did a playthrough with this, doesn't work too well once you get level 4 or 5 shields. The large slots can't handle 4 slots of level 5 shields, even with level 5 power generator/power booster accessories.
The platforms get one-shotted by level 1 tachyon lances or whatever they're called (XL slot on battleships), so the cost to build is definitely not worth it.
Peter34 10. feb. 2021 kl. 9:56 
I think Defense Platforms would be more worthwhile if they had lower Upkeep. Without needing STL and FTL drives, they ought to cost a lot fewer EC and Alloys to run...
Stacdaed  [ophavsmand] 31. jan. 2021 kl. 14:15 
Some of the improvements of the original mod were incorporated into the base game.
So for 2.8 the mod has been simplified to just changing the size of the armor slot on defense platforms.
JenkoRun 3. sep. 2020 kl. 12:40 
Conflict alert, using this with Amoebas and More (2.7) will cause the war fledglings to spawn in the hanger slots on game start.
Voidseeker 30. maj 2020 kl. 2:37 
tell's me it is for 2.5.1 so i wonder ... is it usable for 2.7 ?
patrick.mcdowell 25. mar. 2020 kl. 10:29 
Mod not showing as 2.6.1 compatible
Stacdaed  [ophavsmand] 19. mar. 2020 kl. 20:50 
@Peni4
Unfortunately, that occurs when the game is begun without the mod and it is enabled later. To work properly it must be enabled from the start of the game. I don't know a way around this issue.
Peni4 19. mar. 2020 kl. 10:11 
Something still seems to not work. I also had a problem in the previous version - the X weapon was not placed on the Citadel even when it was fully pumped, and now other slots disappear. And on platforms, there are fewer S and P slots. Is this the case, or is it a bug too?

https://gtm.steamproxy.vip/ugc/786381507972284193/EEBA93DABC2808E791378B9270DFAD95472E5208/
Peter34 19. mar. 2020 kl. 3:01 
Thanks for updating!
Stacdaed  [ophavsmand] 18. mar. 2020 kl. 23:59 
Now works with 2.6
Aregee 17. mar. 2020 kl. 17:15 
Will this be updated?
Peni4 17. mar. 2020 kl. 6:55 
2.6 broke this mod.
Marick 17. mar. 2020 kl. 6:53 
Thanks
Stacdaed  [ophavsmand] 16. mar. 2020 kl. 23:52 
> Do the AI also use this?

Yes. Including fallen empires and the crisis.
Marick 3. mar. 2020 kl. 4:25 
Thanks for this mate,Just 1 question.
Do the AI also use this?
Commander Ashfield 17. feb. 2020 kl. 23:26 
Well thought out mod. I applaud you, not many can find a perfect balance for these kind of modifications. Well Done.