Stellaris

Stellaris

408 个评价
At War: Planetary Defense Fleets (3.9.*)
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
962.073 KB
2021 年 6 月 4 日 上午 12:57
2023 年 9 月 17 日 上午 10:42
25 项改动说明 ( 查看 )

订阅以下载
At War: Planetary Defense Fleets (3.9.*)

在 Ambit 的 1 个合集中
At War Continued
7 件物品
描述
This mod is a continuation of the original, created by The Dadinator, and now updated and maintained following his expression to discontinue support.

Other languages
Im currently only updating english Localisation.
I can be reached in the discord when someone does a translation or uploads a mod with a translation.

Description:
==========================================
Do you wish important planets could have their own defense fleet? Want to recreate the launch trailer for the Apocalypse DLC? This mod introduces the Planetary Defense Force base and the system-limited Patrol Craft ship sizes. Patrol Craft fleets can launch from their base with either hostile fleets entering the system or hostile fleets entering the planet orbit.

Features
Planetary Defense Force Base
  • The Planetary Defense Force Base building is a starting building / technology.
  • The base can be built on any habitable planet or structure like ringworlds and habitats.
  • Only one base per planet or structure.
  • At the start, the base employs two Planetary Defense Shipwrights (or Planetary Defense Shipbuilding Drones). Their upkeep is 3 alloys each which goes directly into local base storage for constructing ships, and 1 energy which is used for actual upkeep.
  • Bases hold up to the 100% alloy cost to build the current fleet capacity. Excess alloys will go back to the empire.
  • There is a planetary decision on planets with the base, called Planetary Defense Force, to open the PDF UI to see all relevant information on fleet size, alloy storage, set fleet stance and to transfer resources to / from the base.
  • Fleet size is determined by population. It starts at 2 pops, then every 4 pops Fleet Size is increased up to a max of 430 Fleet size. Fleets are limited to Patrol Craft, see below.
Patrol Craft
  • At the start of the game you get the Patrol Craft I ship size, available in the Ship Designer
    You must design your Patrol Craft ships. There are several templates available.
  • Patrol Craft ships have no FTL drive and are only built on the base. There is no option to build at a starbase shipyard.
  • Patrol Craft I cost 75 alloys to build
  • Patrol Craft construction is simulated at the base and takes 60 days per ship. Two speed techs are available and reduces build time by 15 days each later in the game.
  • Patrol Craft do not touch the empire fleet capacity but have a relatively high upkeep when deployed.
  • Patrol Craft II is a research option after cruisers have been researched and have a much improved hit point / section layout than the original Patrol Craft I. After researching, you will not be able to make Patrol Craft I designs anymore and the base will only deploy Patrol Craft II ships. Make sure you create new designs for Patrol Craft II at this point.
  • Patrol Craft II cost 150 alloys to start and have 2 hull upgrades which will boost the cost by 50 alloys and add 200 hull points.
  • Patrol Craft II also gives the base two more jobs (bringing the monthly alloy storage gain up to 8 / Patrol Craft Hull Points 4 bringing the Monthly alloy storage gain up to 16)
Fleet Behavior
  • Patrol Craft fleets can automatically launch with either hostile fleets entering the system or hostile fleets entering the planet orbit, depending on the fleet stance.
  • Colossus ships are fair game with either fleet stance. Both fleet stances will deploy when a hostile colossus enters the system.
  • Both the base owner and the hostile force owner will get an alert notification about the pending deployment of the fleet.
  • When deployed, the makeup of the fleet will be a random distribution of created ship designs.
    You can also manually launch the fleet from the UI created from the planetary decision
  • Patrol Craft fleets “land” on their home world when they enter orbit. Disbanding the fleet should also work to return the number of craft back to the planet.
  • Each base can only support one fleet deployed at a time.

Compatibility
Compatible with Stellaris v3.9.*
As with any mod that affects game play, NOT achievement compatible.

Bugs, Feedback and Suggestions
You can post your Feedback and Suggestions here in the comments.
Bugs can be posted in the Discord channel for the mod[discord.gg]
I take all constructive feedback and suggestions seriously.

DISCLAIMER
This workshop item cannot be redistributed without explicit permission.
热门讨论 查看全部(1)
1
2023 年 9 月 25 日 上午 12:18
置顶: Better Modding Compatible?
Ambit
59 条留言
Atomic Goblin 6 月 1 日 下午 3:40 
@Tofu It works but due to the population changes it is not worth using for more than just the defense fleets
Azona 5 月 31 日 下午 2:34 
tilarium 5 月 13 日 上午 1:17 
Due to the changes with pops and jobs, it's probably going to need an update/rewrite. The bones of the mod should still work, but the building and jobs are going to be based on the old pop system and will cause issues.
Tofu 5 月 12 日 下午 8:51 
Does this work for 4.0?
guardian1368 2 月 12 日 下午 10:16 
patrol craft 1 doesnt get replaced or removed in ship designer
tilarium 1 月 27 日 上午 10:11 
Thanks for the heads up. I can live with localization errors, it’s par for the course with a heavy mod list.
Phoenix 1 月 27 日 上午 9:55 
Works in 3.14, seems to be some localization issues in some of the techs and descriptions though.
tilarium 2024 年 12 月 10 日 上午 8:11 
Has anyone tested to see if this is still working as of 3.14?
griggs vs duke power 2024 年 10 月 24 日 上午 8:05 
might get more downloads if you added some screenshots showing actual gameplay
焱淼 2024 年 10 月 23 日 上午 12:43 
期待整合的科技(避免科技池污染);例如通过驱逐舰相关的科技来关联解锁“Ⅱ型巡逻舰”及其升级。
Technologies to look forward to integrating (to avoid polluting the tech pool); for example, using destroyer tech to unlock the Type II Patrol Ship and its upgrades.