Stellaris

Stellaris

Starbase Defenses Extended 2
21 kommentarer
Bloody_Odin 12. feb. kl. 22:12 
hey so for anyone who reads this the mod appears to be busted, i can build the new stations but i cannot arm them, tried on 3 different runs and same issue
Maschinenmensch 24. juni 2024 kl. 9:16 
Nice
Deviant 11. okt. 2021 kl. 0:57 
Hello everyone! If you want to support the introduction of this mod to vanilla, then support the attached discussion on the Paradox website: likes, comments and UPVOTE (the main thing !!!)
- https://forum.paradoxplaza.com/forum/threads/return-defense-stations-and-fortresses-to-the-current-starbase-system-starbase-menu-defense-section-update-ion-cannon.1494003 /
Okezie 23. dec. 2020 kl. 22:03 
will this ever be compatible with NSC2?
shoobers 29. jan. 2019 kl. 15:33 
as I posted in the other version, if you're trying to reduce the cost of the platforms, the modifier is now ship_military_station_small_cost_mult
TechSY730 22. dec. 2018 kl. 17:28 
Ok, found the problem and made a patch to fix it: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1598787481

@ScepraX You are free to use my changes if you want.
TechSY730 22. dec. 2018 kl. 16:33 
Ok, discovered the reason. It seems the models for the sections for these stations are broken. I will see if anything can be done about that.
TechSY730 22. dec. 2018 kl. 16:31 
Sadly it seems not. It crashes the game when trying to place components in ship designer on the new stations.
나일세 11. dec. 2018 kl. 21:14 
this mod can use 2.2?
Skygroot 10. juli 2018 kl. 3:29 
Hello I'm trying to build a big mod that could use your own mod. If you are already alive Please contact me on discord at Skygroot#0384. I need some precision about your code.
elvathelion 9. juli 2018 kl. 21:44 
For what it's worth - I haven't got any errors, I suspect that some players may have a conflict of some kind. /my two cents
Vonriel 6. juli 2018 kl. 13:37 
Subscribed to this mod, got a runtime error every time I tried to start the game. Unsubscribed, I can start the game just fine.

Thought I'd let you know.
Sjru 🐲 4. juli 2018 kl. 21:42 
I keep getting these on the error log

[01:25:57][trigger.cpp:366]: starbase scope contains invalid object at file: common/starbase_types/00_starbase_types.txt line: 334
[01:25:57][trigger.cpp:366]: starbase scope contains invalid object at file: common/starbase_types/00_starbase_types.txt line: 541
[01:25:57][trigger.cpp:366]: starbase scope contains invalid object at file: common/starbase_types/00_starbase_types.txt line: 7
[01:25:57][trigger.cpp:366]: starbase scope contains invalid object at file: common/starbase_types/00_starbase_types.txt line: 118
[01:25:57][trigger.cpp:366]: starbase scope contains invalid object at file: common/starbase_types/00_starbase_types.txt line: 225
[01:25:57][trigger.cpp:366]: starbase scope contains invalid object at file: common/starbase_types/00_starbase_types.txt line: 334
[01:25:57][trigger.cpp:366]: starbase scope contains invalid object at file: common/starbase_types/00_starbase_types.txt line: 541

Any ideas what it could be?
Fenrir 2. juni 2018 kl. 7:06 
Can you upgrade it for the last 2.1.0 Major Update plz ?
ScepraX  [ophavsmand] 14. maj 2018 kl. 9:56 
@Frokar: It's compatible with most mods that add new ship types, unless they also implement their own stations, like NSC. It doesn't overwrite any Vanilla files and was build to go together with any mod that adds new ship classes. Because it uses the Vanilla entities it should be compatible with Downscaled Ships.

It's not compatible with mods that add new reactor components, like UrsaTempest already stated, unlike the previous version of this mod. I'm planning to add support for those as well in the future.
My Grave 14. maj 2018 kl. 8:02 
So it is incompatible with NSC, but with SCX ?
UrsaTempest 10. maj 2018 kl. 1:29 
Doesn't seem compatible with mod that add custom reactor.
Sky Guy 3. maj 2018 kl. 20:00 
Lovely mod idea! I so missed the larger defense stations' models in vanilla :(

Once I'm done with my current vanilla run I'll be sure to give this a whirl!
ScepraX  [ophavsmand] 28. apr. 2018 kl. 4:47 
@Silver: The costs of the stations easily become a problem for the AI. They don't build stations that are too expensive and the upkeep will lead to them dismantling. That's the only reason they are so cheap and I've included some technologies to decrease the price even more.
ScepraX  [ophavsmand] 28. apr. 2018 kl. 4:44 
If I want to increase their HP it would also require me to overwrite the defense platform, which is something I've tried to avoid and work around. While I once again agree with the fact that they are shot down easily later on in the game I aiming at using the stations from Fallen Empire Military Ships & Stations around that time which have 5k and 10k hullpoints.
Akkadian 28. apr. 2018 kl. 4:33 
Love the mod! Just a few suggestions here below.

I am using Plentiful Traditions and Cultural Overhaul among other mods so my numbers may be a bit different, but not by magnitudes.

Fortress:
Cost 800 mins
Military Power 14,000
HP (H+A+S) 16,000

Battleship:
Cost 1,000 mins
Power 5,000
HP 10,000


I like the high power on fortresses, so I need less clicks, but I would change its cost to 5 times the current cost to make it more balanced in terms of Mins/Power ratio. The medium station would be of course also balanced accordingly.

Finally, Late game even a fully fortified station will be quickly wrecked by a full fleet. What do you think about fortresses being more as a tool to give you time to react and bring your fleet to defend? Perhaps increasing their HP by 5 times or so, but lowering the fire power accordingly?