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Is it something you would consider adding
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.
Thank you! Will give it a go then :)
but at this speed wouldnt things just pass by without touching anything?
Anyway when is this mod going to get an update?
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.
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).
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Ergo, Warfare is obsolete as soon as FTL exists.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!
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.
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.
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.
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.
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.
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?
- 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.