Stellaris

Stellaris

Battlestar Colossus
174 Comments
Roland 14 Jun @ 11:13am 
@Darh... thanks I will have a go! Have a good weekend.
Darh  [author] 14 Jun @ 10:09am 
@Roland
There is a patch above but I don't know if it is updated.
Roland 13 Jun @ 7:01pm 
NO NSC? Ok thanks anyway. A shame, it sounds good!
Darh  [author] 13 Jun @ 6:14pm 
@Noobosaur
It should work now... let me know if there's any problem.
Noobosaur 5 Jun @ 7:21am 
@Darth It mostly works but currently removes the colossus from the game/ship design while using a biological shipset. If you try to redesign a biological colossus by activating the mod after you build it, the game will not save the design because of the different censor names saying "this ship part does not exist" otherwise awesome mod and makes colossus much funnier to use.
Darh  [author] 22 Feb @ 2:26pm 
@Shaddev
Try to place the Mod on top of all the others and if it works it means that there is another Mod that causes the conflict, you need a new game and be updated with the latest versions, you can uninstall this Mod and reinstall it, greetings
Shaddev 22 Feb @ 1:51pm 
Idk if I have a conflict or what but the combat computers are not appearing when I try to create a colossus, this not allowing me to generate or create a design for one when this mod is enabled.

Great mod though, don't know what caused this as I dipped from Stellaris for a bit.
SchwhatNow the DreamCrusher 3 Dec, 2023 @ 11:08am 
I really wish you'd make a version of this without the overpowered Shadow Strike Craft technology mixed in.
greatswizard 27 Oct, 2022 @ 4:19pm 
aight, I'll add this mod to my next game, cause tbh, whenever I'm sending a colossus it always find a way to walk straight up in uncaptured enemy territory. so at least something to make sure it's not bothered too much is always apreciated.
Darh  [author] 27 Oct, 2022 @ 10:16am 
@greatswizard
In terms of scaling it's a bit stronger than the original with more tactical variety... but not strong enough to go it alone in late game combat and less resistant to bad strategy
greatswizard 27 Oct, 2022 @ 9:50am 
so like, in terms of power scaling, is it like still good enough for the lategame as kind of a 1 ship commando type deal or does it fall as hard as the juggernaught ?
Kaela Mensha Khaine 12 Oct, 2022 @ 12:47pm 
will wait, thx
Darh  [author] 12 Oct, 2022 @ 12:32pm 
@Kaela Mensha Khaine
there is an update of this Mod in a couple of hours more
Kaela Mensha Khaine 12 Oct, 2022 @ 12:18pm 
Update please?
Working like right now?
Cabbage_roll_8 6 Aug, 2022 @ 8:28am 
@Darh
Thank you for your future Consideration and idea. But I like your mod concept, such as adding weapon slots,
I am waiting your update. Thank you.
Darh  [author] 6 Aug, 2022 @ 7:08am 
@Cabbage_roll_8
This is a very good idea... you can use this Mod for those who want to increase the capacity of the colossus and leave this standard Mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2811302849&searchtext=colossus
Darh  [author] 5 Aug, 2022 @ 8:13pm 
@Cabbage_roll_8
yes... I will review it,,, although I was liking the idea that it was only 1 only
Cabbage_roll_8 5 Aug, 2022 @ 8:07pm 
I have same problem of vitja19, in spite of using your mod from start of game.

As you may know, the setting of ship limit has been changed, and is common\country_limits\ship_of_size_limits.

Could you check your MOD?
Darh  [author] 21 Jun, 2022 @ 2:54pm 
@vitja19
regardless of the size I should be able to do only 3, let me know if you have the same problem in a new game
vitja19 21 Jun, 2022 @ 1:06pm 
Question. After instal mode I see extra slot in collouse. But limit stay only 1.
Summary limit for ship I have more 1k. but colouse only 1.
Way not work?
Nota: I installed the mod in the middle of the game
{OG} MasterPiece 19 Feb, 2022 @ 7:04am 
Sorry I didn't try insert it midgame and take the risk but i used it in the second game and it works with gigastructural engineering at 3.2, really appreciate the mod man thank you!
Darh  [author] 12 Feb, 2022 @ 7:28am 
@{OG} MasterPiece
were you able to solve the problem?
{OG} MasterPiece 8 Feb, 2022 @ 7:15am 
Is this save game compatible if i chose collosus ascension perk but didn't build yet?
Darh  [author] 3 Jan, 2022 @ 2:43pm 
@H̷e̵r̶r̵ ̶W̵i̶n̶g̶e̸l
As I said before, it is better to have the option to dock the colossus in a fleet than not to have that option ... you can use the colossus with an independent admiral and it is more powerful or join it to a fleet as you can also separate it if you decide otherwise. in combat.
H̷e̵r̶r̵ ̶W̵i̶n̶g̶e̸l 3 Jan, 2022 @ 11:50am 
Update when I seperate the colossus from the fleet it works fine even with admiral
H̷e̵r̶r̵ ̶W̵i̶n̶g̶e̸l 3 Jan, 2022 @ 11:44am 
vor what ever eason it charshes wehn I try to crack a planet
Darh  [author] 3 Jan, 2022 @ 9:52am 
@H̷e̵r̶r̵ ̶W̵i̶n̶g̶e̸l yes
H̷e̵r̶r̵ ̶W̵i̶n̶g̶e̸l 3 Jan, 2022 @ 8:20am 
Is this the mod that allowes me to put the colossus in to a fleet with other ships?
Wolfen 25 Nov, 2021 @ 12:59pm 
I think its just a glitchy thing with the new Ice Mining Stations, most likely to reload the save solved it, not the deactivation of the mod.
I suppose if the AI ever should become so clever to scan your mod and adapt to it autonomous, it has reached a level of intelligence that means we're all fucked ;)
Darh  [author] 25 Nov, 2021 @ 12:52pm 
@Wolfen
Anyway I am attentive to the comments, it may be that the program detects that with this Mod you can make up to 6 colossi and lower the number of platforms intermanently ... I do not know ... but this mod does not interfere with station files
Wolfen 25 Nov, 2021 @ 12:45pm 
@Darh Then its probably an issue of the patch that coincidentally was solved by the reloading after i turned this mod off. Other than yours i only use cosmetic ones, so it was the only thing i could think of. Thanks for the response, i delete the other post then to prevent confusion.
Darh  [author] 25 Nov, 2021 @ 12:05pm 
@Wolfen
this Mod does not intervene files you mention
Darh  [author] 23 Nov, 2021 @ 4:48am 
@MR_Wizard sure... early
MR_Wizard 22 Nov, 2021 @ 7:31pm 
@Darh will you be updating for 3.2?
初雪 8 Aug, 2021 @ 7:22pm 
@Darh
i got it.
Darh  [author] 8 Aug, 2021 @ 7:20am 
@初雪
if you do that, you change the behavior of the ships and change the balance
初雪 7 Aug, 2021 @ 10:59pm 
@Darh
I have an additional question.
If I rewrite ship_behavior = "bombers_behavior" to "fighters_behavior" in 00_shadow_strike.txt, will Shadow Strike Craft function as fighters?
初雪 7 Aug, 2021 @ 7:38am 
@Darh
Oh, I see. So that is the design concept. I understand now. Thank you for your quick reply.
Darh  [author] 7 Aug, 2021 @ 7:12am 
@ 初雪
thanks ... the Shadow Strike Craft are designed for heavy bombers and the idea is that they are accompanied by point ships ... anyway we could make another boat that has a bit of both with some disadvantages so as not to lose balance
初雪 6 Aug, 2021 @ 7:54am 
Thanks for the great mod!
By the way, is it possible to give Shadow Strike Craft an air combat capability? The attack power of Shadow Strike Craft is great, but it's not so useful because it doesn't intercept enemy planes or missiles. If adding an air combat ability would break the balance of the game, it is ok that you weaken the other abilities to balance it out.
In short, I want this to be an upwardly compatible version of Advanced Strike Craft.
Sumatris 27 Apr, 2021 @ 6:16am 
Ah, I see. I'll just stick with not attaching my Colossi to a fleet then. Thanks for the detailed explanation :-).
Darh  [author] 26 Apr, 2021 @ 8:30am 
@Sumatris
Hello ... this has been a debate since this Mod was made, but as this Mod deals with several clans to play on-line, including ours, it is not easy to modify it in another way. "It is easier to separate the colossus from the fleet than not having the option to reunite it." The falling problem is a graphics problem, you can give it the order to destroy the planet, attached to the fleet but you have to go out to the galaxy panel before this happens and not look at what happens inside the system ... this alone It happens with the first fleet where the colossus is located, it does not happen with the second fleet where you can see what happens inside the system ... We believe that this is due to the lack of graphic files described in the Log files ... Doing them would take time that we don't have, we have been talking to people who are dedicated to this in "Modding Den" so that they can help us but the work is great, so you lie so much is what there is.
Sumatris 26 Apr, 2021 @ 12:03am 
Hi! Great mod, but there's one thing that's been bugging me from the start: every time I try to kill a planet with a Colossus that's attached to a fleet, the game CTDs. Using the Colossus on its own works perfectly fine, though. Could you please look into this? Thanks :-). Alternatively, remove the option to attach a Colossus to a fleet altogether. That'd work for me, too.
Darh  [author] 19 Apr, 2021 @ 6:37pm 
@barrybeal
You have to talk to the developer of the adapter of this Mod for that case in the corresponding tab above ...
barrybeal 19 Apr, 2021 @ 4:57pm 
will you patch this for NSC2 - I had to stop using this when it conflicted with NSC2 season 5 (conflicted with some non-juggernaut ship configurations). NSC2 season 6 is still under development for full Patch 3.01 (especially its new ship models) so that can't completely happen yet.
Koт мaминoй подруги 18 Apr, 2021 @ 12:34am 
This are exellent news!
Darh  [author] 17 Apr, 2021 @ 12:47pm 
The Mod is in the testing process for version 3.0, in the next few days it will be available with some improvements
Darh  [author] 5 Mar, 2021 @ 3:10am 
Let's see if with this update there is more compatibility and stability in the game until the new Paradox update in the coming months
Koт мaминoй подруги 5 Mar, 2021 @ 2:31am 
And Colossus made great again
Koт мaминoй подруги 5 Mar, 2021 @ 2:30am 
I've been using mod for increased Colossus & Juggernaut limit and it was break your mod, replacing Colossus by default, so opening it at ship construction menu make game crash, but deleting this mod return game to stable condition.

Load order didn't matter at this case