Stellaris

Stellaris

Titan (& Jugg.) Interdictor Module
52 Comments
Rohzdear 22 Dec, 2022 @ 2:45pm 
Will this require a 3.6 update?
Tex 9 Dec, 2022 @ 10:20am 
Update ._.
n.pedrazalis 5 Nov, 2022 @ 9:26am 
uptate please
superakk32299 30 Mar, 2022 @ 7:26pm 
Hello, can you add localization files for other languages(russian) please?
BasiliskArt 27 Mar, 2022 @ 2:52pm 
The reason I asked is that NSC seems to be blocking my access to the interdictor module. I've checked every bit it could be under and couldn't find it.
TheMinxLynx  [author] 27 Mar, 2022 @ 9:35am 
With regards to NSC, ACOT, and others: these modules are added to the pools for titans and juggernauts. Any ship classed as a titan or juggernaut by vanilla standards will be able to receive the components.

Adding other categories should be straightforward and simple, so I may look into it with regards to the ACOT ships mentioned. However, I have no interest in pursuing additional compatibility with NSC.
Yuki900 27 Mar, 2022 @ 8:19am 
Is there any chance to add the option to add the titan interdictor module onto the Precursor Hyperion ship (from the ACOT mod), and the jugg module onto the Precursor Herculean(also from ACOT)?

Been using this mod with great enjoyment for years <3 Thank you for it
BasiliskArt 19 Mar, 2022 @ 5:58am 
could this be made compatible with NSC?
Del 26 Jan, 2022 @ 12:48am 
TheMinxLynx  [author] 14 Oct, 2021 @ 5:17pm 
Should, yes.
ElConvict 14 Oct, 2021 @ 2:49pm 
Does this work with 3.1?
kinngrimm 12 Aug, 2021 @ 4:43am 
well thats something :)
TheMinxLynx  [author] 11 Aug, 2021 @ 11:41pm 
@kinngrimm, it's possible, but not terribly likely. It has an AI weight comparable to the other available modules with no weight bonuses, which means that if it is available, it may be selected at random.
kinngrimm 11 Aug, 2021 @ 3:48pm 
Does the AI build these too?
Sumatris 19 Apr, 2021 @ 12:59am 
Awesome! Finally I can keep those pesky FE doomstacks nailed down again for a proper reaming :-).
TheMinxLynx  [author] 18 Apr, 2021 @ 4:39pm 
Hey everyone, mod has been updated! Support for 3.0.x has been confirmed and the Interdictor Module is now available to Juggernauts as well as Titans!

(Small note, known bug is that the Juggernaut module research indicates that you're unlocking a second Titan aura. This is false, as the game doesn't differentiate between Titan and Juggernaut auras in the research page and therefore incorrectly labels it. Worry not and kill anyway!)
Calibrated 15 Apr, 2021 @ 11:54pm 
Hell yeah. we all think you.
TheMinxLynx  [author] 15 Apr, 2021 @ 11:45pm 
I'll give this a look sometime in the coming days to ensure it still works. Been meaning to expand it to make the module available for Juggernauts as well.
Calibrated 15 Apr, 2021 @ 1:36pm 
3.0?
State_Alchemist_Quinntin 17 Jun, 2020 @ 2:51pm 
@TheMinxLinx The mod seems to work in 2.7 havnt had any issues with this mod in some blitz games ive done...

For other people, open \steamapps\workshop\content\281990\1997761958 Ad open the Descripto.mod file in Notepad++ or any other txt editor
and change "supported_version=" to "2.7.2"

Stops the launcher from being so fussy, however it is only a dirty edit, but i havnt had any issues, it only tells the launcher what version of the game it works with.
Shadowwolf149 15 May, 2020 @ 5:38pm 
@TheMinxLynx I think the Stellaris launcher is in stupid mode as you said you updated it to 2.7 but it believes its still 2.6 which is weird/dumb so... I am certain the launcher is not up to date with the modders of the community
TheMinxLynx  [author] 14 May, 2020 @ 4:26am 
@shadowwolf149, I don't believe anything has changed in the fields this mod applies to. Assume it's working until proven otherwise, though I'll take a look at it eventually.
Shadowwolf149 13 May, 2020 @ 12:53pm 
time for an update -.- thanks stellaris for updating lmao I wish games informed modders when they need to update their mods especially when they become out of date
juztintown25 1 May, 2020 @ 2:54pm 
Lol, I'll probably only ever use this on Crisis races. My preferred method is a few defense fleets at home, and a few assault fleets with a single set of transports smashing their systems. They won't flee, when there's nowhere to go. But I'll get it in, because it's awesome.
Cancervero 1 Apr, 2020 @ 6:09pm 
I like the idea of an interdictor module, but feel its a bit too OP for a Titan, could you make a version that makes it a juggernaut module instead? tha tway itll b emore unique.
Ragnarok 27 Mar, 2020 @ 5:25am 
That might be what's going on - the mass escapes typically happen with a Behemoth Planetcraft providing fire support, and it's probably got higher 'weight'.
TheMinxLynx  [author] 26 Mar, 2020 @ 11:49pm 
It seems like any ship that an admiral is using as a flagship has an exponentially high chance of escaping combat, even with interdictors.

I didn't test with multiple, but from what I understand, the game should only be looking at the effects of one at any given time. But the priority of the effect could be overwritten by other effects in the same category if they have a higher weight.
Ragnarok 26 Mar, 2020 @ 11:56am 
I've been seeing fleet battle reports where they actually have escaped now despite their being an Interdictor. Does having more than one cause rollover errors or something?
patrick.mcdowell 25 Mar, 2020 @ 10:29am 
Mod not showing as 2.6.1 compatible
TheMinxLynx  [author] 11 Mar, 2020 @ 8:50pm 
@Ragnarok, they should. Or at least, could. Both the tech and component have average AI weighting and aren't restricted.
Ragnarok 11 Mar, 2020 @ 9:30am 
Combo this with the Advanced Ship Sections mod from At War for fun times with Titans.

Does the AI use this if it somehow gets Titans?
Zazorel 6 Mar, 2020 @ 7:31pm 
Where would I find the mod directory at?
Mopafid 4 Mar, 2020 @ 1:36am 
The mod is not compatible with NSC2, however if you want a quick fix for it - here's a workaround:
in the mod directory, go to common\component_templates\00_utilities_interdictor.txt
on line 10 where it says component_set , set it to be: component_set = "nsc_titan_aura"
This will add the component to NSC2's titans, but remove it from non-NSC2 titans.
Have fun!
Zazorel 26 Feb, 2020 @ 4:07pm 
Im using nsc2 and have researched the mod but it does not seem to work. Is it not compatible with nsc2?
WolvesofZiu 24 Feb, 2020 @ 10:18pm 
its cool
TheMinxLynx  [author] 24 Feb, 2020 @ 9:53pm 
I don't know what to tell you. As I said before, the mod components are additive, meaning they shouldn't overwrite or be overwritten by anything. My best guess is that one of your items fundamentally changes vanilla, which I can't do anything about easily.
WolvesofZiu 24 Feb, 2020 @ 8:31pm 
I used the research_all_technologies console commands and it did not appear on my titans module selection. Would Ancient Cache of Technologies (ACOT) suppress the module mod?
TheMinxLynx  [author] 24 Feb, 2020 @ 9:34am 
Neither of those should be conflicting, unless NSC2 overwrites and renames the titan ship class to something else. But even if that's the case, changing the load order won't fix it. Do you have any indication that it's not working, or have you just had bad luck having the rare technology appear in the research options?
WolvesofZiu 23 Feb, 2020 @ 6:09pm 
@theminxlynx I am using nsc2 plus kurogane ship models...does the mod need to be in a certain order?
TheMinxLynx  [author] 22 Feb, 2020 @ 4:29pm 
It should be compatible. The mod's incredibly simple, all it does is add one technology and one Titan aura, and both are additive. As long as a ship is recognized by the game as a Titan, capable of receiving Titan auras, then it should work.
WolvesofZiu 21 Feb, 2020 @ 9:57pm 
Does this work with other mods?
Klonter77 von Planet77 20 Feb, 2020 @ 8:18pm 
Thats a must have, wow.
Thanks
Juke™ 19 Feb, 2020 @ 1:17pm 
The fleet is so big bc the robot uprising starts with way too many ships (like 300 corvettes alone) which all break from having too little ressources
TheMinxLynx  [author] 18 Feb, 2020 @ 2:55pm 
No mods for that, no.
Gerion 17 Feb, 2020 @ 8:52pm 
Cognon Machine Fleet from screenshot has 138 Corvettes, 67 Destroyers, 48 Cruisers and 36 Battleships. It is 752 points of command limit (Command limit points capped at 500 without mods). And this is not Contingency. So you dont use any mods for upper enemy fleet strenght?
TheMinxLynx  [author] 17 Feb, 2020 @ 2:27pm 
@Gerion That was a late-game robot uprising.
Gerion 17 Feb, 2020 @ 1:21pm 
which mode give to enemy fleet from 4th screenshot so many ships?
Orrie 17 Feb, 2020 @ 8:11am 
😎
K3vo™ 16 Feb, 2020 @ 10:10am 
this without the emergency ftl jump penalty and im in