Stellaris

Stellaris

Expanded Starbases
767 条留言
Tovius  [作者] 9 小时以前 
@Auspician
Assuming you're not referring to Offworld Trading Companies, no, that is not from this mod.
greatswizard 9 小时以前 
hi, just wanted to tell you that, the somewhat popular mod "compact armada", seemingly overwrites your modification to the starbases, until you hit the custom level.
might want to make some kind of compatibility patch for it, given how the compactr armada makes the defense platform stronger, I thoughtti would be a cool idea to try to work in some synergy between the two mods.
Auspician 12 小时以前 
Does this mod add the Trading Company Offices starbase building? If so, it doesn't have any description of what it does, just the 250 alloy cost and no effects. Playing a megacorp if that's relevant.
just a person ? 9 月 15 日 下午 11:32 
med gun locator higher than 5 show blank weapon after starhold and part 6 and 7 show error in error logs so.
klanker2025 9 月 1 日 下午 12:32 
loved this mod
Tovius  [作者] 8 月 21 日 下午 8:18 
Probably because of the new patch. I haven't had time to work on it yet.
Jet Stream Sam 8 月 21 日 下午 6:14 
Amazing Mod!!! Thank you so much for all your hard work!! A heads up for anyone running a considerable number of mods like I do: if you are having trouble with construction ships building mining/research stations, or your home star base not being built at the start of the game, this mod might be the culprit. (Figured this out by isolation testing)
Sledjer 8 月 17 日 上午 7:58 
I noticed that both mega_volatile_motes_budget.txt and mega_rare_crystals_budget.txt have missing bracket errors. They occur at the end of the file though so IDK if there's any actual effect from that.
DarthCain 8 月 6 日 上午 8:00 
Any chance of you uploading a legacy version for 3.14 ?
AltoidsMaximus 7 月 23 日 下午 1:06 
NVM, Scripted Trigger Coat isn't functioning with this mod currently, it used to do.
AltoidsMaximus 7 月 23 日 上午 9:51 
IDK why yet, but the mod is not turning on at all for me.

Mod Order:

Expanded Starbases
Expanded Starbase: No Bastion
More Starbase Slots for Expanded Starbases


(Position 100-102 of the list, near the bottom right above performance and big patches)

Expanded Mods Base is in position 1, first mod above Ariphaos Unofficial Patch. From line 2 to 40 its graphic mods, such as UI Overhaul, Planetary Diversity, and BPV. Then traditions, and ascension perks andflavor/event mods from 40 to 73, technology mods until 93, then galactic community changes until 99.

Maybe some of these mods are conflicting? The vast majority are minimally invasive and I believe don't have any significant or at all, changes to the starbase system.
Tovius  [作者] 7 月 13 日 上午 12:36 
I was able to fix it by making my own extra large weapon for starbases only. Why it wouldn't use the normal weapons, I'll never know.
Tovius  [作者] 7 月 12 日 下午 4:23 
I've recently uploaded a fix that caused starbase reactors to give the wrong amount of power, but I am still trying to fix a bug causing starbases to not use extra large weapons. If anyone thinks they can help track down the problem, please let me know.
Yenzvic 7 月 9 日 下午 6:00 
Unfortunate, thanks anyway.
Tovius  [作者] 7 月 9 日 上午 9:35 
This mod only works for version 4.0, and cannot be used for earlier versions.
Yenzvic 7 月 7 日 下午 10:08 
Just want to say, I love this mod and all it has to offer, really outstanding work and thank you for all you've done. I know you may have a lot on your plate, but is it possible to get PAST versions of this mod like 3.10.4? I've looked all over and can't seem to find it if there is one. Again thanks for this mod and hope to see more of it in the future (also more of the past because as you update it, many of my mods break including this one).
TruMarine 6 月 24 日 下午 7:58 
I did some testing and it seems to only be the X slots that aren't filling up so it's probably a conflict somewhere
son-goku 6 月 22 日 上午 4:58 
"This mod is also not compatible with Alpha Mod, NSC, or other mods that modify the starbase ship size file."

It's literally in the description
破封 6 月 22 日 上午 12:51 
hello,did it compat with NSC?
Tovius  [作者] 6 月 21 日 上午 10:24 
Just in case, I've increased power even further.
Tovius  [作者] 6 月 21 日 上午 10:22 
I thought this mod already included an increase to reactor power. Are you sure it is not a mod conflict?
TruMarine 6 月 21 日 上午 9:38 
any fix for the power? the starbase doesn't seem to fill it's weapon slots
Tovius  [作者] 6 月 15 日 下午 8:21 
I think so, although you may need to install the no bastion mod and put Acot after in the load order.
Red Skull 6 月 15 日 下午 6:17 
compat with acot?
fox501st 6 月 11 日 下午 11:19 
love the mod, was wandering if there is a tech to increase a stations power supply, currently building my bastions but they dont have enough power to add additional weapon slots or install enough shields.
Selmephren 5 月 20 日 下午 7:03 
Just so you know, in your expanded_starbase_defines.txt file you have the closing } on the same line after a # so that file is being ignored.
Jirtkal 5 月 18 日 上午 5:02 
Thanks for the fix!! I can confirm it's resolved the issue for me, once I had to made sure the mod files were updated and let it run for a few days to update all the starbases.
Tovius  [作者] 5 月 17 日 下午 11:13 
A fix to the hatchery / beastport problem should be up shortly.
Jirtkal 5 月 17 日 下午 7:30 
I've found one mechanical effect: the Eternal Vigilance policy that should generate defence platforms around bastions doesn't generate any defence platforms, because it sees those starbases as hatcheries.
Dekent 5 月 16 日 下午 2:06 
I'm having the hatchery issue too, I'm not sure if there is any mechanical effects but it looks odd in the sidebar haha
KäptnChaos 5 月 16 日 上午 9:43 
Works on my machine - thanks Tovius!
Jirtkal 5 月 16 日 上午 3:34 
I'm having the same issue as Hydra - started a new game with only 4 mods (expanded mod base, this, ui overhaul, and universal modifier, loading in that order from top to bottom), and as soon as I delete the shipyard from the starting starbase it becomes a hatchery. Weird.
Hydra 5 月 15 日 下午 7:47 
Well even after re downloading the mods, verifying game files, and launching the game with only the 2 required mods and ui overhaul, every star base is still tagged as a hatchery so I guess my game is haunted.
bat182 5 月 15 日 上午 9:47 
Thx and working - missed that one.
Tovius  [作者] 5 月 15 日 上午 9:27 
@Hydra
It is working fine on my end, so it might be a mod conflict.
Tovius  [作者] 5 月 15 日 上午 9:25 
@bat182 Yes, you forgot Expanded Mod Base. All required mods are listed in the sidebar.
Hydra 5 月 15 日 上午 6:57 
Yes i have both Universal modifier and Expanded mods base
bat182 5 月 15 日 上午 6:22 
Sorry for being dense - which required sub-mod are you referring to. I have UI Overhaul and Universal modifier. Is there another mod I should be loading. Load order is Universal Modifier, Expanded SB, UI Overhaul. Am I missing something obvious?
Tovius  [作者] 5 月 14 日 下午 10:18 
Do you have the required sub mod?
Hydra 5 月 14 日 下午 5:28 
I am having the same problem
bat182 5 月 14 日 上午 7:46 
Tovius, When I enable the mod, I'm seeing all the star bases reported as hatcheries. Is there a load order issue, or maybe a flag/yaml file mapping issue?
Tovius  [作者] 5 月 14 日 上午 12:00 
That is probably more an issue with weapon ai weights, which is beyond the scope of this mod.
Tal'Raziid 5 月 13 日 下午 8:42 
Is it possible to include something to fix starbases being mono-weapon designs or is that a vanilla problem that'll never go away?
Fran 5 月 10 日 下午 12:45 
Thanks for the quick answer :)
Tovius  [作者] 5 月 10 日 下午 12:42 
They should.
Fran 5 月 10 日 上午 11:49 
Does AI Use this?
Shark_Chompski 5 月 10 日 上午 9:48 
A 3.14 legacy version of this and the other expanded mods sure would be nice to have on the workshop.
Please and (hopefully) thanks in advance.
Tal'Raziid 5 月 9 日 下午 9:48 
Gotcha, thanks!
Tovius  [作者] 5 月 9 日 下午 9:13 
In general I would never recommend adding mods mid game.

ESC should be compatible.
Tal'Raziid 5 月 9 日 下午 1:02 
Safe to add to an existing save?
And does ESC conflict with this?