Stellaris

Stellaris

Starbase Defenses Extended 2
21 Comments
Bloody_Odin 12 Feb @ 10:12pm 
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 Jun, 2024 @ 9:16am 
Nice
Deviant 11 Oct, 2021 @ 12:57am 
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 @ 10:03pm 
will this ever be compatible with NSC2?
shoobers 29 Jan, 2019 @ 3:33pm 
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 @ 5:28pm 
Ok, found the problem and made a patch to fix it: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1598787481

@ScepraX You are free to use my changes if you want.
TechSY730 22 Dec, 2018 @ 4:33pm 
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 @ 4:31pm 
Sadly it seems not. It crashes the game when trying to place components in ship designer on the new stations.
나일세 11 Dec, 2018 @ 9:14pm 
this mod can use 2.2?
Skygroot 10 Jul, 2018 @ 3:29am 
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 Jul, 2018 @ 9:44pm 
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 Jul, 2018 @ 1:37pm 
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 Jul, 2018 @ 9:42pm 
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 (Away maybe for long) 2 Jun, 2018 @ 7:06am 
Can you upgrade it for the last 2.1.0 Major Update plz ?
ScepraX  [author] 14 May, 2018 @ 9:56am 
@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.
Raptor Jesus Reborn 14 May, 2018 @ 8:02am 
So it is incompatible with NSC, but with SCX ?
UrsaTempest 10 May, 2018 @ 1:29am 
Doesn't seem compatible with mod that add custom reactor.
Sky Guy 3 May, 2018 @ 8:00pm 
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  [author] 28 Apr, 2018 @ 4:47am 
@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  [author] 28 Apr, 2018 @ 4:44am 
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 @ 4:33am 
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?