Stellaris

Stellaris

Military Station Return
67 Comments
Blakenstein 29 Jun @ 8:45am 
So far, still works with 4.0
Faust Von Sekendorff 29 Jun, 2024 @ 4:14am 
Hi pls fix building platform abuse limit on planets because you can build defense stations via mega building menu on 1 planet the amount you need
Digital Toxin 8 Jan, 2024 @ 10:27am 
Is there any plans to bring this mod up to date for 3.10.x?
Ghost99 15 Jul, 2022 @ 7:08am 
PL whan u can update this mod its the best i have ever seen ;]
Duoblade 21 Jun, 2022 @ 10:18am 
I was messing around with this mod with several other mods installed, and I have yet to see any issues, still works with 3.3
AndydeTsai  [author] 2 Apr, 2022 @ 3:09am 
This might be mod compatibles problem or corrupted vanilla files, I have tested this mod with vanilla environment and found no issues so far.
Pitlos Tails 26 Mar, 2022 @ 4:28am 
hello, i cannot place these things anywhere. there is no option to :( could you please update to 3.3?
Naik21 29 Nov, 2021 @ 9:13am 
I suggest contacting Discord or VKONTAKTE, communication will be more convenient for me, and the balance, the T1 platform is a limit on 1 space base construction speed 120. the T2 platform is a limit on the space base 2 construction speed 240. the T3 platform is a limit on the space base 4 construction speed 480 + for this, to make the creation of bonuses / discounts working on the T2/T3 platform
AndydeTsai  [author] 29 Nov, 2021 @ 7:21am 
Helping with localization is always welcome, but I do wonder what "error log" does my mod spew out, I know there are some big and small changes of the game but I haven't have much time to play the game or do any meaningful modding.
As for balancing this mod...maybe you could list some parts that you think need to change.
Naik21 27 Nov, 2021 @ 11:53am 
hi, I have a question will you update the mod for the current version of the game and get rid of "error logs" + I have a desire to help you with Russification and balancing the mod
Deviant 19 Oct, 2021 @ 3:46pm 
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 /
Pitlos Tails 23 Sep, 2021 @ 7:05am 
and how do i build them
Pitlos Tails 12 Sep, 2021 @ 2:02am 
does this work with 3.0.4?
AndydeTsai  [author] 30 Mar, 2021 @ 7:56am 
It is compatible with 2.8 and 2.8.1, I just didn't update the supported version; as for Alphamod ... I honestly don't know.
TKCPrime 29 Mar, 2021 @ 11:46pm 
Could someone confirm if this is compatible with 2.8 and maybe just maybe Alphamod?
AndydeTsai  [author] 18 Jan, 2021 @ 1:38am 
Well, that's kinda the problem with vanilla mechanism, since I need "auto_upgrade = yes" to make them upgrade themself(since they can't use shipyard because they can't move), but it create the strange issue that you experienced, I guess it's the side effect of trying to re-implement removed features.
The Worthless Gamer 12 Jan, 2021 @ 2:41am 
Hi, thank you for this mod.

Just a head's up to other users - i was experiencing an issue (disclaimer: i was using custom station sections) where the standalone fortresses were getting their designs changed to auto-generated ones every time i advanced related research (e.g. higher level reactors or shields).

If you are experiencing this issue as well, you can fix it by editing this mod's mil_stations.txt and change "auto_upgrade = yes" to "auto_upgrade = no"

The file is located under 1459362790\common\ship_sizes\ in your steam workshop folder for stellaris mods.
Naik21 22 Dec, 2020 @ 9:18am 
in this case, I suggest the following, at the station T1 5C slots for defense and 1A cell (in the drawing), the weapon is similar to the usual platform. station T2-5m slots for defense AND 1A aseyki (in the drawing), (prozba do so, if you show 1 place for a gun, then let it be 1 gun, only now so on 1 slot for weapons 2 guns) T3-5L slots for defense and 1A cells (in the drawing) and make it so that they receive a bonus from the main fortress.
AndydeTsai  [author] 22 Dec, 2020 @ 5:50am 
Actually I have once considered and tried add engines on them, but what happened was that AI will try to move all of them to the system center, or try to jump them to other systems (which they can't) so I just decided to make them stationary.
Naik21 22 Dec, 2020 @ 4:06am 
I have already talked about bosansu in the past, but I have a suggestion to add the ability to fly on the krepoti system, that is, attach engines to it (without a hyperdrive) . further on bolans I did not quite correctly suggest and for this if you are interested I can offer other amendments to the balance sheet
AndydeTsai  [author] 22 Dec, 2020 @ 1:35am 
Dynamic cost of those platform maybe possible, and yes, those standalone defensive platforms exist before Stellaris 2.0, devs pulled them after 2.0 and now vanilla starports just melt in front of late game ships.
MrTitainin 18 Dec, 2020 @ 5:11am 
Honestly, I couldn't answer the question I don't understand either. Setting aside horrible formatting of slot symbols, I have no idea what "korobly" and "urudie" are. From what I inferred, you're suggesting changes in number and size of weapon/armor/utility slots to make some balance between sizes, but you forgot that in this case balance can be simply achieved by adjusting costs to the actual utility of those platforms, so there's no need to change slots. Also, I wasn't playing back then when it was a thing, but I think those defense platforms are straight up based on something that existed in the past in the game.
Naik21 17 Dec, 2020 @ 11:10am 
And we'll never hear the answer =(
Naik21 9 Dec, 2020 @ 10:44am 
about the balance. there are 3 types of platforms: small, medium and large on small s-boards, medium, m-boards and so on. just these shields have platforms in the mix, I suggest making a small vanilla-type platform without changes, on average it is 4 m and 3 a slots for protection, and then the weapons as on korobly 1 place for a gun = 1 urudie, and then 1 place for 2-3 guns, and the T3 platform has 5L slots for protection and 4 a slots for protection.
Naik21 9 Dec, 2020 @ 10:36am 
Unfortunately I'll have to use a translator =(
AndydeTsai  [author] 7 Dec, 2020 @ 1:17pm 
Well, I'm sorry to inform you that I actually don't speak Russian.
Naik21 7 Dec, 2020 @ 8:17am 
it's just going to be difficult for me to explain it with an interpreter
Naik21 7 Dec, 2020 @ 8:09am 
do you speak Russian?
AndydeTsai  [author] 7 Dec, 2020 @ 5:12am 
For the placement part, I'm sorry it's not possible to change allowed placement distance without impacting vanilla mechanism.
The construction site problem maybe caused by bug or mods incompatibility if it stay after construction finished; if what you mean is not have construction site at all, I'm sorry it's also not possible, standalone military station construction have been removed from the game and I can't bring it back(It's hard-coded removal).
As for the balancing part, I'm honestly not sure what you want to change, is it more/less guns or more arms/cells? Is the generator under-powered?
Naik21 7 Dec, 2020 @ 4:01am 
Hello, your mod is just wonderful, but I want to ask a question about the balance and construction of fortresses. Is it possible to make it so that the fortress can be built everywhere (for example, as a gate, but uvalichit radius of construction to the star) and remove the construction site above the planets. and now about the balance, I will analyze the fortress, for 2 l cells 4 guns, for 4 m guns 6 guns, and so on, also prozbu edit the number of defensive cells a with m and l, and also edit the generator power for platforms, fortified platforms and fortresses
AndydeTsai  [author] 3 Nov, 2020 @ 4:33am 
AI should be able to use them, although they may not build them that often as players do.
Bemoteajh 3 Nov, 2020 @ 3:52am 
MY HERO! Does the AI use this tho? Or is this just a player build option?
AndydeTsai  [author] 25 Oct, 2020 @ 1:47am 
It's done, some dumb game mechanism took me some time to figure out, but I'm able to make it work.
MrTitainin 12 Oct, 2020 @ 12:18am 
Any progress with it? Or it seems impossible after all?
AndydeTsai  [author] 2 Oct, 2020 @ 5:54am 
That is some good news, I have never thought about this possibility tbh, and since some prior update to the game itself seems to make those "old" structure stuff not functional, I will take a look into those code as it might just solve the "unsolvable" that we all think and believe
MrTitainin 2 Oct, 2020 @ 5:17am 
After looking here and there, I think I've found a decent workaround to place those stations in space by themselves. It requires some scripting though. It goes like that: create a megastructure, which will remove itself on completion and spawn a fleet, containing a ship similar to marauders' dwelling. You can find related pieces of code in solar_system_initializers/marauder_initializers.txt and Gigastructural Engineering mod.
AndydeTsai  [author] 5 Jun, 2020 @ 12:17pm 
Yes, it will work with modded sections as long as they work with vanilla platforms, but you might have problem with fortresses since they are already different classes in vanilla
Double D 5 Jun, 2020 @ 12:06pm 
Trying to decide on what's actually different (and better as have yet to DL either xD) between this and the other mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1584359364

Does your mod work with components etc from other mods too?
AndydeTsai  [author] 25 Mar, 2020 @ 8:36am 
Mod updated, should be working now
Ravielsk 24 Mar, 2020 @ 10:36am 
Hope you can fix it soon. The game really needs some defensive options.
AndydeTsai  [author] 19 Mar, 2020 @ 5:47am 
No, it doesn't work now, dev seemed to have changed how weapon slot work and I am trying to fix it
Mirahael 18 Mar, 2020 @ 8:15pm 
Just wanted to check if this is still compatible with 2.6, haven't played this for a while but hope it will work!
AndydeTsai  [author] 12 Feb, 2020 @ 7:43pm 
It used to be a buildable structure that can be place anywhere and as many as you want in a system. Than 2.0 happens which changed a bunch of things including how starbase and defense platforms works, and that's how we end up with the current system.
Mirahael 12 Feb, 2020 @ 11:35am 
Wait so this stuff was scrapped content? I wonder why! This would've been a way better method of doing starbase/system defenses.
Ragnarok 6 Dec, 2019 @ 6:21am 
Umm...no, it really, really isn't. Usually shields add the same value of 'health', just to a shield pool rather than armor.
AndydeTsai  [author] 5 Dec, 2019 @ 8:45pm 
The available segments are all vanilla ones, and because those platforms are now their own classes instead of general defense platform, any additional segments add by other mods will not show up. As for the shields, that's just how vanilla stuff works.
Ragnarok 5 Dec, 2019 @ 4:11pm 
Yeah, had to scrap my old designs and re-research the techs. Works great currently, but a couple issues...
Defense Stations have their own segments now instead of using the defense platform ones? Asking because the 'oversized' segments are no longer appearing.
Shields appear to give a massively outsized boost relative to armor - like, while having a 50/50 split of shields and armor, shields are 3x the strength.
Were Spinal Mount sections part of this mod? If so, they vanished.
AndydeTsai  [author] 4 Dec, 2019 @ 12:02am 
Everything Should be fixed now, the only thing I can't fix is because of unhooking from vanilla, existing defense station and fortress will be broken.
AndydeTsai  [author] 3 Dec, 2019 @ 9:57am 
It seems that I have upset certain vanilla code in the process of unhooking this mod from vanilla code in order to add reactors, I'll try to figure it out.
Ragnarok 3 Dec, 2019 @ 9:04am 
It also broke the vanilla defense platform sections, and appears to have screwed up platform cap, with defense stations occupying 6 cap (and thus making sure any citadels you've built them around are overpopulated to an absurd degree).