Stellaris

Stellaris

At War: Planetary Defense Force
190 Comments
Qillin 13 Jul, 2022 @ 9:02am 
Man I still remember this one, good mod.
FrozenParagon 8 Apr, 2021 @ 11:27am 
is there a version of all the at war planetary defense mods merged into one building and preferably tied into the vanilla fortress? some sort of upgraded planet defense force hq or some such?
Petko_ 23 Jul, 2020 @ 7:35am 
Can you make compatch for sins of the prophets?
tilarium 30 Mar, 2020 @ 2:40am 
Because 2.6 made changes to weapons and ships and so most mods that touch on weapons and ships are going to have that issue. Use the updated version that is linked below your comment.
Shirokun白 30 Mar, 2020 @ 12:28am 
i have some questions with this:
why the fleet doesnt have weapons slots? Whatever Mk.1 or Mk.2
I cant equip any weapons on it
TMA-1701 23 Mar, 2020 @ 6:06pm 
Your Pal Deebs 21 Mar, 2020 @ 10:54pm 
No, he does not plan to update it- and it currently does not work. (It's a great mod, a shame :L )
jowe01 21 Mar, 2020 @ 7:06am 
@ The Dadinator: cool if this mod is complete. Will it then work with 2.6.1, too?
The Dadinator  [author] 17 Mar, 2020 @ 6:56pm 
No more updates planned.
AlphaLoures 9 Mar, 2020 @ 6:24am 
This is really cool! Thumbs up :D
falhxer 29 Feb, 2020 @ 1:42pm 
my god, this brings me back to old days of stellaris when i was fighting bitter wars, AND THERE WAS NO SUCH INSANE LAG EVEN WITH THE POTATO PC I HAD, when i was using the ther mod, with the planetary cannons and some other stuff i dont excatly remember when fleets were receveing heavy attrition from planet bombardment and now addinign this mod will bring back those epic moments of pure joy as hundrends of ships were literally slaughtering each after senind them to certain doom, aaah those were the days !!!
tilarium 11 Jan, 2020 @ 10:13am 
The mod works fine, it's not dead. The only issue is that with some custom shipsets, the patrol craft doesn't have a model to fall back to. That's an old issue, and only with some ship sets. Personally, I'd like to see it use the strike craft model, but that's just me. Mod is fine.
:3 11 Jan, 2020 @ 9:05am 
Please don't let this die it's one of my favorite mods
Fallsondoor 1 Jan, 2020 @ 10:02pm 
fuck you author, this is good, just what i needed .
Vincenator 18 Dec, 2019 @ 7:42pm 
Confirmed it still works, just that the game flags it outdated(it's not)
Vincenator 16 Dec, 2019 @ 2:00pm 
@Noobazzah does it still work
DKeith2011 13 Dec, 2019 @ 10:25pm 
Needs update for 2.5
Noobazzah 3 Dec, 2019 @ 8:01am 
Seems to work alright in 2.5.
Ravemaster99 27 Nov, 2019 @ 3:00pm 
Whats the point/use of this mod? Patrol craft are pretty weak, so whats the use case?
Stranger 26 Nov, 2019 @ 4:46pm 
This sounds useful for early games. Does it still work for 2.5?
brutus_61 9 Nov, 2019 @ 11:33am 
Hello I love your mod and I was wandering if there will be a update for 2.5.1 or will it work other wise?
Mack Daddy 7 Nov, 2019 @ 3:56pm 
Kinda get a Distant Worlds Universe kinda vibe.
Yellow 11 Oct, 2019 @ 6:36am 
The idea of the mod sounds great but late game i'm not sure it does anything of note. Even with fleets of 30,000 i'm not sure it could even make a dent.
Nikal 15 Sep, 2019 @ 5:12am 
Although I like the idea of having patrol craft flying around a system to 'stall' the enemy, the implementation is kind of fiddly tbph. Maybe consider making it an edict to automate the resource allocation instead of the menu, or simply don't have any upkeep/cost for the crafts but make the building more expensive to maintain (e.g. drain a percent of the planet's resources)? Or policy controlled?

The Millitary Faction mod serves a similar purpose so perhaps you could combine something in between. Problem with it is that it really tanks the game when the ships start pouring in, but I feel like your idea of having a building to 'control' the spawning and keep them local is much more performance-friendly.
nedarahan 21 Aug, 2019 @ 6:46pm 
Hey IDK if the mod author is reading but... If you don't mind me suggesting it would make a lot of sense to add patrol craft making capabilities to some of the corporate buildings.

Normal megacorp: Private military industries/Military liaisons office.
Criminal megacorp: Wrecking yards (probably not this one)/pirate free heaven/smugglers port.

Just a small suggestion I felt made sense and would allow you to become a "private army" megacorp. Take It or leave it. Great mod BTW.
cbtendo 2 Aug, 2019 @ 6:49am 
Thank you, but your link is incorrect. it should be this, right?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1822425191
Soul0 3 Jul, 2019 @ 3:05pm 
@Ackoli. I assume what you are asking for is something like this mod , from this same developer.
cbtendo 29 Jun, 2019 @ 10:18pm 
Hi, could you make this mod compatible with planetary development notification mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1771845682

since the low job and housing alert mod is now obsolete and it's being replaced with that mod.

Thanks
Brisbane Socialist 23 Jun, 2019 @ 8:56pm 
Interesing idea. Planets should have more ways to defend themselves from bombarding fleets, and a surface-to-space missile building could be interesting as well.
Allein 19 Jun, 2019 @ 1:05pm 
they update themselves if the modder releases an update @ThatGuySenpai.
ThatRandomGuy 15 Jun, 2019 @ 6:37pm 
im new to modding and i wanted to know if the mods i installed updated themselves? and if not how do i update myself?
tilarium 4 Jun, 2019 @ 9:40pm 
@Soul0 Exactly. I wish they would just remove the [!] on the launcher because people see it and just figure the mod is broken which sends them here to start asking for updates on mods that still work. In some cases... just minutes after the mod drops.
Soul0 4 Jun, 2019 @ 3:08pm 
@JessHorserage
Have you noticed any game breaking bugs after the 2.3 release?
or is it just the launcher telling you the mod isn't compatible with the current game version?
If the latter is the case. In most cases mods still work, unless devs have changed something major. So try and run the game and see what happens.
If it seems like it's working, you can manually change the version number in the descriptor.mod file, if the exclamation mark in the launcher annoys you.
Soul0 4 Jun, 2019 @ 2:59pm 
@ThatManHosk I've tried this with ST: New horizons. It does not work out of the box.

As I recall, the problem was related to ship sets, so I assume that the pinned discussion on Custom ship sets would be the place to look in order for you to make it work your self.
But as I haven't had the time to test this my self, I wouldn't know for sure.
JessHorserage 4 Jun, 2019 @ 9:35am 
Alert, the whole, 2.3 has hit, if this hasn't been abandoned and you have some free time, do it, it would be quite neat.
E-Bushido 25 May, 2019 @ 2:47pm 
Space Force!
ThatManHosk 25 May, 2019 @ 10:54am 
Is this mod compatible with ST: New horizons?
Melkor Darkstar 23 May, 2019 @ 10:13am 
The bases are super convenient for choke points. Put a citadel with max defense platforms and the like plus a couple habitats added to the planet if your system has one and you have 120k to add to any fleet engagement. Big help with fending of FE and crisis ships.
JayBee 🔰 20 May, 2019 @ 2:43pm 
Although I like the mod, I didn't bother building any bases in the last few games, and I've come to the conclusion that it's mostly not worth building bases. I think the they need to be perked up. :)
Melkor Darkstar 17 May, 2019 @ 11:01pm 
Update: I can only get the mod to show in game when I start from the downloaded workshop content. If I start from desktop or toolbar shortcut, regardless of admin use, it does not show in game.
Melkor Darkstar 16 May, 2019 @ 6:58pm 
oh well lol. I'm gunna check to see if a new game will have it.
LokiCharms 16 May, 2019 @ 6:54pm 
Did you play the game after the mod disappeared? If so then yes most likely corrupted :/
Melkor Darkstar 16 May, 2019 @ 6:49pm 
It is showing up in my mod list but not in my saved game. Probably corrupted?
Melkor Darkstar 16 May, 2019 @ 6:31pm 
Thank you very much. I will give that a shot.
LokiCharms 16 May, 2019 @ 4:54pm 
The mod has not been touched via Steam in three months. So you could try going to the folder location at Steam\steamapps\workshop\content\281990\1653043481 and deleting the mod folder then come here and unsub and resub to the mod and see if it shows again on your mod list. Just don't open your save game or save it until the mod is back otherwise your save could be corrupted.
Melkor Darkstar 16 May, 2019 @ 4:27pm 
I should have mentioned that I have no other mods but this one for now.
Melkor Darkstar 16 May, 2019 @ 4:24pm 
I seem to have found a bug. I installed the mod, set all my bases up and sheet and saved the game after a few hours and shut down for the night. Today, I found the mod had been uninstalled, or something of the like, for when I started up it was no where to be seen in the mod list. In addition to this, once I had reinstalled the mod and loaded my save game from last night, I have several planets with a fake empty slot in place of the defense force base and no ability to fill it with anything. Any suggestions?
Soul0 16 May, 2019 @ 11:15am 
np Jack Gates.
He can't be expected to mention everything in the discription. So it's good we have this place in order to help each other out.

Have fun with the mod. it really is a great addition to the game, with good design choices. Though there is a lot of posibilities for breaking it, based on the mods you run at the same time. So be vigilente and read his description and those for the other mods you use carefully, for your own sake :steamhappy:
troika 16 May, 2019 @ 9:39am 
Soul0 thank you! This is the information I was looking for, but for some reason the designer didn't think to include it in the description haha.