Stellaris

Stellaris

Learn to Love the Bomb 2.0
42 Comments
282xvl  [author] 14 Nov, 2020 @ 11:50am 
NEW EDITION for Stellaris 2.7+

If you're still interested in this mod, upgrade to the new version please. This version will no longer be supported or updated. I rebuilt the mod for the new mod-manager and re-upped after some testing. Working fine as of this posting, with version 2.8.1.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2197545811
Char 29 Nov, 2019 @ 6:18am 
Be aware, after 2.5.1, this mod cause the game freezing in 2200.1.2.:steamfacepalm:
Zer0_Requiem 10 Aug, 2019 @ 8:05pm 
I found an incomp. I'am not sure why, but it's with Ethics and Civic's Alternative https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1790861374
Zer0_Requiem 10 Aug, 2019 @ 3:58pm 
For some reason it stopped working for me as well. I'll come back edit if turns out to be a mod incomp
Char 10 Aug, 2019 @ 1:58am 
Work to me, thx. :steamhappy:
A Random Cogboy 8 Aug, 2019 @ 3:04pm 
Still not working for me. I'm not running any mods that mess with ethics or bombardment, except for this. My empire is Authoritarian/Militarist/Xenophobe, so I don't get why its not working.
282xvl  [author] 13 Jul, 2019 @ 6:05pm 
Sorry I have no idea about compatibility. If I had to guess? Probably okay, based solely on the name of the mod you're asking about. I did not touch the ethics or civics in my mod.
282xvl  [author] 13 Jul, 2019 @ 6:04pm 
Militarist triggers it. No xenophobia required to terror bomb same species rebel scum. And a purely militarist need not be a racist to bomb a deadly enemy into oblivion if that's what it takes to win. Nothing personal, just business :P
Реван 13 Jul, 2019 @ 2:36pm 
Mod compatible with Cultural Overhaul 2.3 [ Ethics-Civics ]?
Spiffing Reynard 12 Jul, 2019 @ 2:57pm 
dont need xenophobe?
Spiffing Reynard 12 Jul, 2019 @ 2:56pm 
so you just need the singular militarist ethic ?
282xvl  [author] 12 Jul, 2019 @ 10:34am 
Anyone still following this mod, try it now. I went in and redesigned some things, plus game tested and can confirm its working now, with Armageddon showing up for militarist xenophobe and it absolutely melts pops off of planets. With the game itself remade around massive double or triple digit pop numbers, I had to figure out a different way to inflict mass destruction in a reasonable time frame.

Due to what appears to be hard limitation on the game engine, I can't get it to kill more than one pop per time tick. But Armageddon will very consistently devastate the planet completely with all buildings wrecked within a game month or 30 ticks and it will shred off pops 1 per tick every tick. So a 150 pop capitol world will be depopulated in about half a game year. Seems legit.
Endymion 11 Jul, 2019 @ 5:16am 
Same
Zer0_Requiem 15 Jun, 2019 @ 10:08am 
Sadly I'am unable to find it as well playing as, Militarists and Xenophobe
Spiffing Reynard 16 May, 2019 @ 1:40pm 
Pretty sure its broken chief
A Random Cogboy 9 May, 2019 @ 9:07pm 
I tried it a second time, but its still not showing up. It still works for fanatic purifiers, though.
282xvl  [author] 30 Apr, 2019 @ 5:43pm 
Okay try it now. Let me know if it comes up. Devs seem to have changed how some things work it took me a couple frustrating hours to find where it was screwy. Just booted game and it work for me now. I also went ahead and escalated the damage amounts even more to reflect the new pop numbers. Double damage across the board and relative damage ratios maintained as stated in description :)
A Random Cogboy 9 Apr, 2019 @ 7:32pm 
I think its broken again. I'm playing as a militarist/spiritualist/xenophobe empire (you all know which one hehe) and the armageddon policy isn't showing up.
Spiffing Reynard 10 Mar, 2019 @ 9:22am 
yeet
ok will do
282xvl  [author] 9 Mar, 2019 @ 4:56pm 
Sorry folks I haven't played Stellaris since the massive changes. Honestly I'm just not a fan of the excessive complication and mandatory micromanagement.

I took a look at the mod and found a the bug with policies being described. I believe its squashed, on the basis of limited testing by booting new game and checking the policies menu.

Let me know if there's still issues.
Zer0_Requiem 23 Jan, 2019 @ 9:36am 
I get the same issue as well
Depraved Arachnophile 28 Dec, 2018 @ 6:35pm 
Hey, enabling this mod causing all policies except bombardment and war philo to dissapear.
282xvl  [author] 17 Dec, 2018 @ 10:55am 
I updated it to work but have not had a chance to balance test it yet. I'm not entirely sure as to its efficacy when pop numbers are now potentially in the hundreds. Let me know if you find it too weak/slow to annihilate planets and maybe I'll need to find some way to code in a mulitiple kills per round system.
Depraved Arachnophile 14 Dec, 2018 @ 6:18pm 
Hey, will this be updated to 2.2? Or has it been updated already?
A Random Cogboy 2 Dec, 2018 @ 8:19pm 
Pls update I need this in muh life...
alex_dt83 28 Sep, 2018 @ 1:13pm 
Please update to 213 )
Depraved Arachnophile 15 Sep, 2018 @ 5:21pm 
Ah, okay. Gotcha.
282xvl  [author] 15 Sep, 2018 @ 3:43pm 
The New Meta™ - Habitat destruction is triggered to execute upon death of last pop by bombardment. I just booted up the game and ran some tests, it worked fine 3/3 times. That said, I have a theory. If the last pop was "otherwise" removed the destroy hab trigger would not have fired. So perhaps the last pop moved away/was relocated or was purged or maybe it was a robot under construction and was cancelled. In any of these cases there is no code present to trigger hab removal/destruction.

Go forth and bomb some more habs sir, and please let me know if it happens again.
TurtleShroom 16 Aug, 2018 @ 12:11pm 
I am a huge Trump fan, and I must say, you chose an epic picture.
Depraved Arachnophile 14 Aug, 2018 @ 12:00pm 
I just bombed a habitat to 100% tile blocked and nothing really happened.
Depraved Arachnophile 14 Aug, 2018 @ 11:54am 
Do habitats only blow up if all tiles become tile blockers?
Spiffing Reynard 3 Aug, 2018 @ 1:48pm 
Dude, I respec you for this, loving the Habitat update also
Thanks
282xvl  [author] 3 Aug, 2018 @ 12:46pm 
Cut out the shield generator changes - was getting duplicate building reports. May attempt to restore it later.
282xvl  [author] 28 Jul, 2018 @ 10:59am 
The New Meta™ - Yes, there is significant war exhaustion. Go forth and bomb. In your warscore you should see a devastating entry for the destroyed planet. It can flip a war outcome under the right circumstances. For example in an early border war when both empires are small, if you punch through their defenses and bomb a colony to glass, it will shock them enough to maybe accept status quo even if you're somewhat smaller and weaker in economy and would probbably lose a protracted war. Kind of a cool effect actually, that I had in one of my games.
282xvl  [author] 28 Jul, 2018 @ 10:50am 
Shadowküken - The building file included in this EXCLUSIVELY tinkers with the shield generator. It should remain compatible with anything else that does not. And if another mod does conflict the outcome should not be game breaking - either mine or theirs will be overridden.

For example if another mod that was made somewhat sloppy by means of copy-paste full-replace of the entire buildings file was used with mine, there would be duplicate entries present for shield generator and the results would be unpredictable...

That said, again it should not be game breaking just maybe shields will be invulnerable again or worst case maybe duplicate building entries, one of each type. Hope that helps.
Depraved Arachnophile 23 Jul, 2018 @ 10:23pm 
I think bombing a planet and destroying a habitat/colony should give a fair bit of war exhaustion to its previous owner. (Unless it already does that in which case haha I was only pretending to be retarded!)
Küken 21 Jul, 2018 @ 3:20am 
you tinkered with the shield generator , does that meean you modified the building file and is this still compatible with most other mods?
christianmc1101 30 Jun, 2018 @ 1:16am 
Thank you, time for happy bombing!
282xvl  [author] 29 Jun, 2018 @ 8:44pm 
christianmc1101 ask and ye shall recieve. Devouring Swarm is now armageddon capable :)
Spiffing Reynard 22 Jun, 2018 @ 12:21pm 
W O W
I found a glassing mod that isnt uploded in 5BC and looks updated
christianmc1101 16 Jun, 2018 @ 1:41am 
Is it possible to add the swarm for Armageddon? Why it is okay to kill the other pops because the aren´t fitting into your empire and not okay to just bomb them?
Artificial Gravitas 15 Jun, 2018 @ 2:43am 
Bomb the shit out of them and take their Oil, God Bless A*ME*rica