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And even if there isn't any chance of a fix, I want to thank Kiithnara for all his work - it is the difference between me playing Stellaris and not playing it, that's how important I find it.
Also: the game does not classify starbases with only your defense platforms as bastions. This is just a minor nitpick since it only influences the outliner sorting and labeling but it would be nice.
Starbases upgraded with the Heavy Defense Modules lose the Bastion moniker.
Strike Craft slots could be given compatibility with the At War: Carrier Improvements mod and start selecting those strike craft types?
btw, Cranky updated his compatibility patch with Guilli's Ship Components to work with this, so consider linking his patch in the mod description
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1634117956
tl;dr Your issue is not a result of this mod or a conflict between this mod and any other. It's just Stellaris being weird.
If it's just a compatibility issue a patch mod would be nice (if you explain to me what should I look for, I could make one for myself too), while if there is an hard limit to the number of weapons that cannot be fixed, maybe there should be a limit on how many "heavy slot" you can build. This will unaffect vanilla, but it will probably avoid this situation with similar mods.
For example, using NSC2 , I made a full station with 2 rows of heavy weapons, 1 row of heavy missiles and 1 of heavy hangars. Looking at the "?" to see the modules of the station, I counted 150 modules (that's a lot!), but all the hangar modules were absent (and it wasn't a graphical issue, I tested it with an enemy and they weren't used). After I dismantled some modules, the hangars were used.
I'm not sure if this happens because there is a lack of power to use all weapons or if there is an hard coded limit on how many modules a station can have. Although the mod is still functional, it is somehow impractical to guess how many slot a station can actually spawn.
[1/2]
2) If the game was started after this mod's starbase reactor update (Mar. 26), I've found that throwing a missile/gun battery or two in with four hangars usually populates everything acceptably. If that doesn't work, I'll swap one of the offensive modules out for an anchorage or shipyard, and that usually does the trick. Only in a few rare cases afterward does still under-utilize available slots, though I have also noticed that Citadels are a little more problematic than Star Fortresses. In general, I try to only finalize adding starbase modules once I have the starbase at the desired level. Later upgrading from SF to Citadel seems to break things again sometimes, but again, it is frustratingly-inconsistent. Thanks, Paradox.
If this mod also made the AI buff their own starbases and use defence platforms, especially the heavy ones then that would be fantastic and make the mod much more balanced.
and agreed, so wish we could design starbases. i cant count the times ive had to build a defensive bastion in a pulsar system. wish i could make it armor only......
Using only a single type of battery or hangar seems to cause this, but mixing batteries and hangars and/or fitting at least one shipyard or anchorage in addition to the batteries and hangars seems to populate the slots appropriately. It may even be an ordering matter where adding the shipyard/anchorage afterward updates the slots added by previous hangars/batteries.
Fantastic work, Paradox, as always. Not like we wouldn't want the ability to custom-fit individual starbases or anything >_>