Stellaris

Stellaris

At War: Starbase Improvements (2.6 Compat Update)
Showing 1-5 of 5 entries
Update: 12 Apr, 2020 @ 1:23pm

First-pass support for Lithoid heavy platforms. Underside turrets may be out of place or look strange; Not owning the DLC and not knowing of a way of extracting the existing turret locators, I have no easy way of inverting the turret positions or visually confirming them unless I happen upon a lithoid empire at some point during play.

Update: 12 Apr, 2020 @ 12:47pm

Corrected Starbase Dark Matter Reactor's sprite - I have found it to successfully slot in, but prior to this fix its sprite was an empty square. Fixed.

Update: 26 Mar, 2020 @ 1:11am

Upon double-checking my work, I found that I had mis-labelled the starbase Dark Matter reactor's tech requirement. Should be fixed now.

Update: 26 Mar, 2020 @ 12:53am

This was a touch of a headache to accomplish, with many false starts and annoying complications. In sum:
- Removed Large Gun Citadels and related technologies.
- Improved Heavy Gun and Missile battery starbase modules
- Added SERIOUSLY OVERPOWERED power reactors for starbases that should in ideal circumstances override the default reactors. This may not have an apparent effect in currently-ongoing games, however, due to how and when Starbase component templates are generated and applied. New games after this update should function ideally. These reactors should not be able to be used on Juggernauts.

Update: 18 Mar, 2020 @ 5:30pm

Initial release and 2.6 compatibility update. Starbase and defense platform templates updated to Paradox's new format.

Concern: In my current game, my Citadels still have Medium weapons. This may only apply to newly-constructed Citadel stations after researching the technology. Otherwise, I may have to do some research and update the logic as to when and how the Large citadel upgrade is applied.