Stellaris

Stellaris

(-NSC2 Addon: Civilian Ships Weaponized 2-)
192 Comments
AncientGatekeeper  [author] 22 Aug @ 9:26am 
Slow. It is not on my priority list. I currently have not played Stellaris in some time, but will make my return to it. Feel free to make the changes locally and when I finally get around to it, or if you'd like to send your locally edited files, it'll be in the live version.
Barteg 22 Aug @ 2:12am 
Hey, how's the starbase extended fix going ?
AncientGatekeeper  [author] 8 Jun @ 11:14am 
Heh thanks xD I'll have to do it when I can find the time to sit down with the two files open side by side and copy over only the relevant code. I have tried using winmerge, but starbase extended has all vanilla starbases + nsc in one file whereas I have vanilla in one file and nsc only in another, which causes winmerge to want to overwrite my entire file lol
Nightbane ︻芫 —— 8 Jun @ 9:02am 
You're fantastic!
AncientGatekeeper  [author] 5 Jun @ 9:24pm 
@nightbane & all other Starbase Extended users.

📢 Upcoming Compatibility Fix for Starbase Extended Users

Hey everyone! Just a quick heads-up — I’ll be pushing a dirty fix soon that implements the same tiering system used in Starbase Extended 3.0. This should allow you to continue receiving the correct module and building slot capacities from Starbase Extended while using my mod.

It’s not the cleanest implementation, but it’ll keep things running smoothly until a proper compatibility patch can be made. Stay tuned, and thanks for your patience!
Nightbane ︻芫 —— 4 Jun @ 1:58am 
Unfortunate I am completely useless at modding 🤣
AncientGatekeeper  [author] 3 Jun @ 10:32am 
I’d be happy to create a compatibility patch, but since I don’t personally use Extended Starbases, it’s not a priority for me at the moment. That said, I’m definitely open to learning — I’m just not very familiar yet with how to make a proper compatibility patch.

If you’re knowledgeable about this and would like to see it happen, feel free to reach out! I’d be glad to team up and collaborate to get it working.
AncientGatekeeper  [author] 3 Jun @ 10:29am 
I'm aware of the incompatibility with Extended Starbases. NSC caps starbase buildings and modules at 20, which my mod respects — I don’t increase those limits. I only modify the number of defensive platforms.

However, I do know that Extended Starbases raises the cap beyond 20. That’s why it may seem like my mod "removes" those extra slots — but it doesn't actually remove anything. It’s just that the two mods conflict without a compatibility patch. I also double-checked my zz_starbases.txt and zz_csw_nsc_starbases.txt files to confirm this behavior.
Nightbane ︻芫 —— 3 Jun @ 10:12am 
Not sure if you know or not, but this mod removes the extra starbase slots that both NSC and Extended Starbases 3.0 add to starbases
AncientGatekeeper  [author] 29 May @ 2:25pm 
Not a problem! I hope you enjoy this mod! There are exciting updates on the horizon.
Nightbane ︻芫 —— 29 May @ 1:51pm 
Perfect thank you!
AncientGatekeeper  [author] 28 May @ 9:33am 
The How to Read is a playful way to make people actually read. It isn't required at all. For example from the How to Read mod page, "You now hold the power of reading the mod description, which makes you think twice before comment - way better than most steam users whose comments are 'update?', 'wryyyyy mod not workeeee', 'kthxbye', and so on."
AncientGatekeeper  [author] 28 May @ 9:31am 
No. There's a REQUIRED ITEMS Discussion Post that explains everything.
Nightbane ︻芫 —— 28 May @ 6:36am 
Do you HAVE to download the Expanded Gestalts Mod for this to work? I don't really want to download that mod, but I really want this one.
AncientGatekeeper  [author] 27 May @ 10:11am 
I suppose I could start looking into how other mods handle compatibility patches and figure out how to make one efficiently. It’s just not the most fun thing to do—especially when you’re not 100% sure what you’re doing and there are tons of mods out there that may or may not be touching starbases. It’s like trying to untangle a web without knowing how many threads are actually connected.
Blakenstein 27 May @ 5:52am 
No need for apologies, you're doing great work keeping the mod going, which we all greatly appreciate.
I'd already tried playing with the load order, oddly no change... so I just ended up editing this mod to match the other and it works fine since.
AncientGatekeeper  [author] 26 May @ 11:18pm 
Apologies! This mod was originally created by Wooley back in the day. After it was abandoned, I picked it up and updated it for newer versions. Since I'm just one person managing this, I unfortunately can't guarantee compatibility with every mod out there. That said, if you're willing, I'd be more than happy to collaborate on compatibility patches. 😊

Now, onto the main point:

It all comes down to load order.

If this mod is placed below Starbase Extended, it will overwrite any shared files between the two.

If it's placed above SE3.0, then SE3.0 will take priority and overwrite the shared elements.

This mod modifies vanilla starbases (from Outpost to Citadel) to increase values like platform limits, building capacity, and module slots. It also extends these tweaks to NSC starbases with the same goals in mind.
Blakenstein 26 May @ 11:09pm 
Fantastic, absolutely love this mod. Though I've noticed it overrides Starbase Extended 3.0, reducing the number of building and module slots.
AncientGatekeeper  [author] 25 May @ 7:02pm 
🚀 Update Incoming! Civilian Ships Weaponized 2 – Now Supports 4.0! 🛠️

Hey everyone!

Just a quick heads-up that an update is currently being deployed right now that brings official support for Stellaris 4.0! 🎉

You’ll once again be able to design your civilian ships, stations, and more—no more sitting on the sidelines while your science ship gets bullied in the void. 💥

Thank you for your patience during the transition. If you run into any issues post-update, feel free to report them in the comments or discussions tab.

Happy building, happy blasting—and as always, thank you for subscribing! 🛸
AncientGatekeeper  [author] 19 May @ 1:05pm 
Update on Mod Status – Crash to Desktop (CTD) Issue

After investigation, I've identified that this mod is currently causing a crash to desktop (CTD) when the game is unpaused. The most likely culprit appears to be missing or improperly referenced entries related to the new Biogenesis ships introduced in the latest update.

Unfortunately, resolving this will require a substantial rework of the mod’s files and internal references. I’ll do my best to salvage and update it for compatibility, but I can’t guarantee a timeline at this stage due to the extent of the changes involved.

Thank you for your patience and continued support.
loopmaster69 18 May @ 7:48pm 
My 200+ modlist full of who knows what is outdated since I last played over a year ago is doing the same
AncientGatekeeper  [author] 18 May @ 7:40pm 
Heh yeah that is an issue that I myself would love to solve, but I’m not sure how to go about doing that exactly. I am currently fighting Stellaris to get my modlist to stop crashing on map load XD
loopmaster69 18 May @ 7:16pm 
Yo I just got back into playing stellaris too. I think the last pressing issue I remember was that the autodesign would keep on overriding the custom design and Id have to manually upgrade everything constantly but that was several versions ago.
AncientGatekeeper  [author] 16 May @ 9:07pm 
Exciting news – I’m back!
After some time away, I’m returning to modding Stellaris, and I’ll be updating this mod soon. To help prioritize the update and ensure it addresses the most pressing concerns, I’d love your feedback:

What are the most glaring issues that need fixing?
Let me know in the comments so I can get started on the right foot. Thanks for your continued support!
Dopamine.Seek3r 25 Mar @ 8:17am 
Thank you for the very comprehensive explanation and I hope you have a wonderful day :3
AncientGatekeeper  [author] 24 Mar @ 8:43am 
[Comment 1/3]

Actively being worked on? No, I haven’t worked on Stellaris modding in quite some time, nor have I played the game recently. As the sole developer of this mod, I can’t keep up with NSC’s update schedule or the number of co-developers they have. Frankly, it’s a bit frustrating that there hasn’t been any interest in supporting the mod through Patreon or PayPal. While I do have a job outside of modding, without community support, development has slowed significantly.
AncientGatekeeper  [author] 24 Mar @ 8:43am 
[Comment 2/3]

On top of that, maintaining compatibility is quite a chore, especially when multiple mods make changes to ships in different ways. Ensuring everything continues to work smoothly requires a lot of time and effort, which is difficult to manage as a solo developer. Without support, it’s simply not sustainable to keep up with all the necessary updates.
AncientGatekeeper  [author] 24 Mar @ 8:42am 
[Comment 3/3]

That said, while I haven’t been actively modding or playing Stellaris for some time, it would be helpful if the community could let me know which features are broken and which are still working as intended. If I have a clear idea of what needs fixing, I can better allocate time toward updating what’s actually broken rather than spending time searching for issues myself.
Dopamine.Seek3r 23 Mar @ 11:16am 
Is work being continued or has life gotten too in the way? :P
VDilang 14 Oct, 2024 @ 1:56am 
Update please
AncientGatekeeper  [author] 2 Mar, 2024 @ 6:42pm 
This mod is currently out of date and updates are planned. IDK when... You'll just have to be patient.
AncientGatekeeper  [author] 20 Oct, 2023 @ 6:30am 
Some items might be outdated but should still work.
AncientGatekeeper  [author] 20 Oct, 2023 @ 6:30am 
Probably don’t know. Don’t play Stellaris right now.
loopmaster69 19 Oct, 2023 @ 7:48pm 
This mod still good for nsc3?
AncientGatekeeper  [author] 16 Oct, 2023 @ 2:31pm 
I can look at increasing the amount of slots civilian stations can have. I have to admit having missiles also help a lot. I’ll get around to it and updating this eventually. As a neurodivergent one person development team things take a lot longer to do. Hope you don’t mind :)
Mask of Humble 16 Oct, 2023 @ 1:14pm 
I'd love a small mod that just adds a upgrade-able missile slot to mining and research stations so they too can fire at things in the system
AncientGatekeeper  [author] 27 Jul, 2023 @ 10:35pm 
Exactly! I will get around to it eventually so in the meantime everyone can enjoy OP evasion xD
Mr. Miyagi 27 Jul, 2023 @ 8:12pm 
AncientGatekeeper As someone who tried to maintain a compatibility patch I totally get it. It's not exactly hard or even time-consuming but it's not fun to keep a constant watch on all the mod updates you're trying to work with. It's a never ending game of whack-a-mole.
AncientGatekeeper  [author] 27 Jul, 2023 @ 10:44am 
Since I am a 1 person dev team updates have become more infrequent as NSC continues to update at record speed since they are a massive team. It is very easy to get behind and is part of the reason I will probably be designing my own components/ship parts for even better compatibility. Although I wont promise any release date because even I don't know when that shall happen lol.
AncientGatekeeper  [author] 27 Jul, 2023 @ 10:39am 
To whoever posted the comment about the sapient combat computer having 1000% evasion. I'm aware of that issue and meant to fix it. I'll get around to it eventually. Have no idea how it became 1000% evasion xD
AncientGatekeeper  [author] 3 Jul, 2023 @ 10:19pm 
Ah alright. Thanks for letting me know. I'll look at patching that out.
Mr. Miyagi 3 Jul, 2023 @ 10:18pm 
AncientGatekeeper It's actually the annihilator cannon, not the starbase. The data for it is in csw_starbases.txt but was removed entirely from the original mod. It can't auto-generate designs so it doesn't show up in the build menu, but when you open up the ship designer menu you can still select it. It's missing all the other parts though so you can't actually save the design.
AncientGatekeeper  [author] 3 Jul, 2023 @ 10:08pm 
I will take a look at it tho.
AncientGatekeeper  [author] 3 Jul, 2023 @ 10:08pm 
Interesting. I don't get starbases showing in my designer. At least I haven't.
Mr. Miyagi 3 Jul, 2023 @ 8:37pm 
I think NSC cut out annihilator cannons completely. You'll want to modify your starbase overwrite so it no longer adds the ship size to the designer.
AncientGatekeeper  [author] 18 Jun, 2023 @ 5:41pm 
:) Thank you for the kind words! I'm glad to keep supporting it :)
loopmaster69 18 Jun, 2023 @ 5:01pm 
this mod has been a must-have for me, ty for updating
AncientGatekeeper  [author] 29 May, 2023 @ 7:01pm 
Thank you for your continued support! It means a lot :)
LORDJESSIAH 29 May, 2023 @ 5:46pm 
one of my favorite mods thank you for working on this and keeping it updated!!!
AncientGatekeeper  [author] 22 May, 2023 @ 5:50pm 
Glad I could help you out! :)