Stellaris

Stellaris

At War: Planetary Cannons (2.6 Compat Update)
74 Comments
Secuter 1 May, 2021 @ 3:32am 
Hey mate, I really like your mod, but I think it would make sense if the canon also produce 1 soldier job. It is afterall a pretty big installation with significant military potential. I

Is it something you would consider adding
mako616 19 Nov, 2020 @ 5:52am 
@[CN]突击队队员 yeah, just updated the game, thank u :)
[CN]突击队队员 19 Nov, 2020 @ 12:23am 
@mako616
use 281 beta , DEV fixed the loading error.
280 can't load too many mod.
needn't update for now , beside the maker are dead as it look like.
mako616 12 Nov, 2020 @ 9:35am 
and also i can't play the game, it crashes at 30%
mako616 12 Nov, 2020 @ 9:26am 
the at war collection needs a update for 2.8, play the game without these is just not funny.
Veote 8 Nov, 2020 @ 1:20am 
Will the mod be updated promptly?
Cosmic Cat 5 Nov, 2020 @ 1:28pm 
@TheDboys

Thank you! Will give it a go then :)
TheDboys 28 Oct, 2020 @ 11:23pm 
@starlet when bombarding a planet I got an alert saying the planet had a cannon on it and noticed my corvetts were blowing up so for now it seems to still work.
Niin 30 Sep, 2020 @ 8:17am 
TL;DR thank you for your answear, I did a little research and it would require 22x light speed to hit earth outside the solar system instantly as even light takes 5,5 hours to do so.
but at this speed wouldnt things just pass by without touching anything?

Anyway when is this mod going to get an update?
Niin 30 Sep, 2020 @ 8:17am 
I believe that shooting something at FTL speed at 9x Light Speed would be already enough to cover the distance of the sun to the earth (+/-8:30 minutes to light from the sun to reach earth) almost instantly. If its shot outside the system (furter away then where pluto is) it would take at 9x LS 40min to cover that distance and to do so instantly it would require 22x LS.

Otherwise this kind of attacks should be pretty easy to detect and by then have enough defenses ready.
With this we would have a planetary shield or space cannons that could shoot back.
By this we could assume that like the Geneva convention there should be some kind of law to avoid this kind of atack, this would propel them to then launch an attack with ships to take control of the planet instead of just destroying it, with would take us to this mod.

Niin 30 Sep, 2020 @ 8:17am 
@The_real_nemo, thank you for the answer but to resume:

1 - The only way to hit something at FTL speed would be using super computers that with the level of science in Stellaris I do presume do exist (not quite sure about this).

2 - If it is possible to hit then it is to defend but to defend would be many more times more difficult because you would need massive amounts of energy as how you said even a can of coke can become akin to a planet cracker.

To defend against this kind of situation would require that no object/ship should be able to travel trought a system in FTL or that there should be enough leeway that defense system would be able to work against it (activating a shield or even shooting back).


The_real_nemo 29 Sep, 2020 @ 8:22pm 
@[SE:VH] Niin

At light speed launching a can of coke at the Earth would convert the entire mass of that soda can into antimatter through impact atmosphere compression, releasing enough energy through M/AM annihilation to ignite the gasses in our atmosphere.
In essence, with enough speed a can of coke becomes a planet cracker.

As that can of coke, let alone a hundred of them fired in a spread all at once, travels at light speed it would be impossible to detect them with anything less than light speed sensors, impossible to send a warning about with anything less than light speed communications, and impossible to shoot down with anything less than light speed weapons.

Ergo, Warfare is obsolete as soon as FTL exists.

So no worries, and enjoy the mod!
The_real_nemo 29 Sep, 2020 @ 8:22pm 
@[SE:VH] Niin

Which is another thing: Ultra Realism in a space combat game is a myth. Traditional warfare concepts are obsolete as soon as you can propel ANYTHING at FTL speeds, like ships, because once you can jump to relativistic speeds with a ship you can now make relativistic weapons.
The_real_nemo 29 Sep, 2020 @ 8:21pm 
@[SE:VH] Niin

Otherwise, hitting the targets for both sides would require computers that process at relativistic computational speeds, and if both sides have such computers then parity is maintained and nothing really changes.

Further, firing onto a planet would require equal amounts of accuracy as firing at a moving star-ship despite the planet's colossal size because hitting a farm in Central Europe when you were targeting an armored PDF Cannon in Siberia accomplishes absolutely nothing. Dirt is as effective as armor plating at sub-relativistic speeds.
The_real_nemo 29 Sep, 2020 @ 8:20pm 
@[SE:VH] Niin

Actually, the realities of angular velocity and general relativity would make high speed slingshot flyby attacks and FTL attacks useless against a planet in the same way that it also makes the fleet all but impossible to target effectively.

From the relative perspective of the moving fleet it's actually the PLANET that would appear to be moving super fast, which makes it as difficult to hit accurately as the ships are to the planet.

Have you ever noticed that High-speed Drive-by shootings almost NEVER hit their targets even if they hit everything else? The car has to start slow, open fire, THEN speed away if they actually want to hit anything. That would be true for a battle fleet as well, and that slow movement is when they would be perfectly vulnerable to return fire from alert planetary defenses.
Cosmic Cat 6 Sep, 2020 @ 2:17pm 
Any clue of this awesome mod works with the current version?
BlackLaser 23 Aug, 2020 @ 7:09pm 
do these planetary canons work like station defenses? can you shoot them down without conquering the planet?
Teamson 5 Aug, 2020 @ 4:09am 
Does this still work?
Frogj1 20 Jun, 2020 @ 4:38am 
I suggest maybe more kinds of planetary cannons like laser cannons and plasma cannons etc.
Beside,I think higher limits instead of one cannon building for a type every planet will be better.Image the scenes that numbers of torpedoes lunched into space giving alien fleets a great surprise.
Niin 15 Jun, 2020 @ 10:43am 
Just slingshot your fleet trought the sun to the planet, fire at will and you do not even need to stop. Better than this is only if you are able to FTL quickly because then you just need to fly by FTL to the system, bomb the planet, leave thought FTL again.

If you do not understand what would this mean? No stationary fleet could be faster then a fleet that is slingshooting a planet. The worst part is that if the fleet is massive enought they just need to fly by your system and byebye planets because gravity would do all the work.
Vincenator 12 Jun, 2020 @ 9:41am 
no offense to the mod author, but its a bit ironic/funny to me that this mod that was abandoned by a author that doesnt want to upkeep it/update it for more content. Then the mod was updated once for maintenance by another new author that only wants to upkeep it and not update for more content. THIS ISNT MEANT TO BE OFFENSIVE, just a little observation i observed.
Cornflakes 10 Jun, 2020 @ 11:43am 
@mightynintendo planets can't evade slugs, ships can. they just fire their cannons from outside the planetary defenses' effective range.
mightynintendo 3 Jun, 2020 @ 7:08pm 
@Vuran that would be difficult for a ship or fleet to do... depending of course on the size of the ships and the weapons the ships have. for most of the game, ships are considerably smaller than planets and, therefore, their weapons would generally tend to be smaller and weaker than anything you'd find in a planetary defense array. when you think of planetary defense, it's helpful to imagine weapons mounted on the planet's surface, in the planet's orbit, and on any moons the planet may have. realistically speaking, a fleet of ships in space would have almost no chance whatsoever of surviving even approaching a defended planet without being reduced to radiation. the only way to pull off something like a planetary siege would be to disable the defenses before your fleet arrives or have superior stealth technology allowing your fleet to slip in and destroy the defenses before they're aware.
Worukan 2 Jun, 2020 @ 11:43am 
I thought that these types of weapons were excluded from the game because the ships could just move out of their range and blast the planet from space (beyond orbit) ?
Ashran 31 May, 2020 @ 10:28am 
It still works tho, Ive used it already
razer666L 31 May, 2020 @ 9:09am 
I guess we'll never see this mod gets updated. :(
Ashran 22 May, 2020 @ 12:53am 
Does this work for 2.7?
razer666L 20 May, 2020 @ 7:27am 
@Summon3r The mod still works for 2.7.1 update?
Summon3r 16 May, 2020 @ 12:51pm 
@brownbear it seems to be working with my save and a mp game ive got going
Brownbear 15 May, 2020 @ 8:16pm 
Will this work with savegames?
Omega 15 May, 2020 @ 3:27pm 
Give those gunners a medal! They are protecting the planet from all potential threats.
Kiithnaras  [author] 15 May, 2020 @ 1:58am 
Well then. That's...certainly interesting. I'll need to make time to investigate and fix that...
loyalgaurd 14 May, 2020 @ 4:27pm 
I see this as an absolute win! @Omega
Omega 13 May, 2020 @ 11:00pm 
So after the 2.7.1 update it appears that the planetary batteries are attacking all ships in orbit (friendly or otherwise).
Summon3r 12 May, 2020 @ 4:32pm 
dear lord please tell me these at war mods will be updated for todays update, specifically this one and the at war stations mod, so good!!
Kiithnaras  [author] 11 May, 2020 @ 12:23pm 
It might not be a bad idea to modify the single-target cannons to have a system-wide reach, but that will require some research and effort on my part. Fixing that bug might be a bit more of a priority.
Stucka_ / Luca 10 May, 2020 @ 11:20pm 
I mean that the range of the cannon is the whole system
Stucka_ / Luca 10 May, 2020 @ 11:18pm 
Could you add a cannon that is able to attack every enemy ship in the system and maybe even an extremely expensive one where you can attack other systems ?
Omega 10 May, 2020 @ 2:15am 
So I came across a weird bug with his mod. If the planetary decision is used to target transports it will shoot down any transports that are built on the planet (friendly transports). As soon as they enter orbit they are shot down.
lequocbaohle 6 May, 2020 @ 3:01am 
hmmm i wonder will this mod still available for this version ??? it said 2.6 campat so.... was it have any meaning ??
jweller12 23 Apr, 2020 @ 4:14am 
couldnt you add extra hullpoints to ships in orbit of a planet with a cannon to loophole the limitatation, but only for ships in orbit of a planet the extra hull points will go away when you leave the planet.
eemilc 18 Apr, 2020 @ 5:43pm 
AI uses these really well.NICE
WANSNAKES 15 Apr, 2020 @ 6:57am 
GOOD
Niin 11 Apr, 2020 @ 10:50am 
Should have some law maybe or event that triggers when in a defensive war that grants a oportunity to build more batterys and canons. Would be even better if it is in a losing war or if one of your planets is destroyed.
Also if I understad this mod does direct damage to huls ignoring shields right? Just put something around the line of: "because gravity and the atmosphere, shields should not work properly, maybe we can build large enought guns that would ignore it and protect our planets?" and create a tech espacially for it.

Also if you destroy ships in the atmosphere the carcass and scraps should fall to the groung, in that case does it cause planetary damage?

akeean 10 Apr, 2020 @ 5:18pm 
Banner of the Stars vibes. Nice. Now this needs an event chain where the Planetary Governeur uses that in a claim war to spin out the planet into a vassal/tribuary empire.
Mud 10 Apr, 2020 @ 7:44am 
Can AI use? Can attacking ships destroy?
MorganOrgan 6 Apr, 2020 @ 4:05pm 
Also, you can just remove base_cap_amount line for unlimited structures.
MorganOrgan 6 Apr, 2020 @ 4:04pm 
@nwise2446:
- Go to Steam/steamapps/workshop folder, search for 2026860827 and open it.
- go to common/building and open eac_at_war_buildings (strongly recomend something like notepad++, though if you really like torture windows notepad will work).
- search for "base_cap_amount = 1" and edit the number to the amount you like. You will have to do it for every building.
- save the file.
- congratulations, you now can build as many as you want to.

PS Mod update will overwrite your changes unless you keep a local copy of the mod.