Stellaris

Stellaris

At War: Planetary Cannons 4.0
48 Comments
Azona  [author] 4 Oct @ 12:17pm 
@Ben_D⚜

I'm fine with that. cool you found way that not ignore shield and armor. they said couldn't be done and I'm no where smart enough figure that stuff out and currently struggling making planetary defense force work for bio ship sets :( got building working in my current testing version but damn ship it self the component just wont work and I have no idea why. but what can you expect form some one with no coding background. I rather not do any of this but good mods die out over time is sometime sadder and some time you want something you have to do it your self.

ill link it no problem and prob try out my self in future.
Ben_D⚜ 4 Oct @ 1:38am 
@ Azona

I've gone ahead and uploaded a submod that is currently dependant on this one. I've simply called it " At War: Planetary Cannons Submod ". It would be appreciated if you linked it in your description, if you don't mind. All good if you'd rather not.
SilverWolf347 19 Sep @ 3:59am 
You have my eternal gratitude. This was one of my favorite mods of all time, I was so sad when it stopped getting updated, and when I stumbled across this making my most recent modlist, I was elated.
Commisar Cat-lon 17 Sep @ 10:47am 
this with a maginot world :beeped:
Crazy Old Texan 16 Sep @ 12:55pm 
This would make the Dadinator proud I think.
Azona  [author] 28 Aug @ 1:44pm 
I don't care but I did not made this mod. I only fixed it because its kinda abandon what is a shame because these mods are still good.
kroganwar22 28 Aug @ 1:39pm 
hey there @Azona I am making a mass effect total conversion separate from beyond the relays and am wondering if I can use this mod in it? I would obviously give you full credit for your work. Totally ok if not but I thought I would ask. Thank you for your time in advance
摸鱼十二月 28 Aug @ 10:34am 
if you add new content in the future, i will also update the translation if i notice it
摸鱼十二月 28 Aug @ 10:31am 
now everything is fine. the chinese localization for the current version is 100% complete
Azona  [author] 28 Aug @ 10:26am 
good now :)? anyway if you doing planetary defense force mod I'm working on fixing that at moment due information missing and fixing stuff including some translations things
摸鱼十二月 28 Aug @ 10:16am 
after all, chinese users search in chinese
摸鱼十二月 28 Aug @ 10:14am 
You can add the following to your description, so Chinese users can find it more easily:

[url=https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3251886115]中文汉化[/url] by 摸鱼十二月
Azona  [author] 28 Aug @ 10:08am 
same for me :) haha
摸鱼十二月 28 Aug @ 10:05am 
Please add the language pack link to the description section. This will also make it more convenient for me to maintain the Chinese language pack in the future. Thank you!:tobdog:
Azona  [author] 28 Aug @ 9:46am 
if it just a file I can add it to the mod if you desire. or I can link the language pack into the information. let me know what you desire. credit ofcourse will be given.
摸鱼十二月 28 Aug @ 9:10am 
Hello, I've created a Chinese language pack for this mod. Here is the link to my mod::tobdog:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3251886115
Azona  [author] 27 Aug @ 1:40pm 
Okey I just tested it and working fine here. are you using bioships by any chance I havent figured out how to give them the buildings and couldn't be bothered to do it yet as I do not play with those ships and they are new and weird. did gave it shot in beginning but nothing worked and I just want this to work way it use to and pushed out what worked.

did find little bug with icons and fixed that uploading that fix soon.
nwise2446 27 Aug @ 10:37am 
Yup got the weapon tech too. Was perfect until the most recent update. Many, many thanks. Love this mod.
Azona  [author] 27 Aug @ 9:52am 
You got weapon tech also? I’ll check if I have time this evening to check it out.
nwise2446 27 Aug @ 6:48am 
I think this mod is broken right now. I have several planetary admins, yet cannot build the most basic coilgun.
Comrade Phoenix 26 Aug @ 12:21pm 
@coolguy.25 Click the link for the original mod. It worked just fine from 3.9 to 3.14.
coolguy.25 26 Aug @ 4:16am 
is there a 3.14.x version?
Red Fang 17 Aug @ 7:30pm 
I am quite new to these mods. What's the load order for this? Can I just place it anywhere?
Azona  [author] 5 Aug @ 12:15pm 
Those wonders if AI use these buildings answer is yes. Just encountered a planet using it. how often I have no idea.
Azona  [author] 6 Jul @ 9:48am 
whel does state it. I did not made it my self as I do not understand Russian.
SMN665 6 Jul @ 12:35am 
He asked if the russian language is on the mod
Azona  [author] 5 Jul @ 11:02am 
I dont speak what ever that langues
Анз 1 Jul @ 11:11am 
@azona
Анз 1 Jul @ 6:09am 
то есть руский язык встроен в мод?
Azona  [author] 17 Jun @ 11:50am 
@tzverg

Thank you for making russian translation.
tzverg 16 Jun @ 2:41pm 
Tovius 4 Jun @ 5:47pm 
4.0 added ai additional weights modifier to some buildings (such as capitals), so you might want to try that and see of it helps the ai build them.
Comrade Phoenix 3 Jun @ 3:23pm 
@saintcham

Literally just click the link under "Original mod."
squilliamsaq 3 Jun @ 3:04pm 
description doesn't explain anything about this mod
Azona  [author] 31 May @ 11:33pm 
No I will not, if you want that you can maken patch mod to increase the damage. All you should do is rip out the file that controls the damage adjust it then load patch mod after this mod and that should work.

The mod you linked only goal was to change the damage they should done that only and then should have been compatible with this one.

Yes patch mod is dependent on original mod as only changes files needed and need rest of original mod to function.
Ben_D⚜ 31 May @ 4:54pm 
@ Azona

Any chance you could introduce higher scales of damage like At War Planetary Cannons 3.13 ( for NSC2 and ESCN) did? I play with mods such as [SKO] Technological Zenith and the differential in power scale quickly becomes quite apparent.
Azona  [author] 31 May @ 12:15pm 
tried that in buildings file but they ignore it so far I could see. prob because new priority for ai for their econimy if that fine then might use that. ran game human_ai just never builded it and never seen it on ai worlds. or their economy is so bad they never get it it or I did something wrong.
Oddball 31 May @ 11:27am 
@Azona It's the ai weight {} section and variables from what I understand
Azona  [author] 29 May @ 1:27pm 
I fixed minor thingy but to let AI build them to I have no clue how to fix that, tried things, looked at other mods with custom buildings but I serious do not know where to look. anyone knows let me know.
Bluecat 29 May @ 12:53pm 
oh my god thank you so much!!!
Azona  [author] 29 May @ 9:27am 
I might but my time is very limited, work, kids very little free time to do something for my self so not want to waste that little free time on fixing mods only :)
Csulu 29 May @ 6:51am 
Thank you for continuing it. Are you thinking of updating the other ones too?
Abathur 28 May @ 3:10pm 
@Azona great thanks
Azona  [author] 28 May @ 12:48pm 
@AT

looks like game does cover it. I tested it with wilderness origin empire and when researched tech equal what other empires get you unlock the buildings.

Tooltip of Bio-Coil Shard Accelerator show unlocks Building: Planetary Coilgun Battery.

So should be good.
Abathur 27 May @ 4:25pm 
@Azona Like if I choose organic shipset do I still get to have guns on my worlds? Because when I played the mod to get the big guns you had to research kinetic weapons
Pheonix 27 May @ 4:22pm 
Thank you for making an update for this, these weapons really help in invasion scenarios
Azona  [author] 27 May @ 4:07pm 
what do you mean? this mod add big guns on your planet to shoot at fleets that bombarding your planets. I add nothing new just updated original to work better with 4.0.
Abathur 27 May @ 4:03pm 
@Azona How does this interact with organic shipset?