Stellaris

Stellaris

At War: Starbase Improvements (2.6 Compat Update)
95 Comments
FeroFerreTuliLatus 8 Jan, 2023 @ 6:00pm 
This is without doubt my favourite Stellaris mod - I don't use many, but this one is very important because it rebalances the game to the way I like to play it. Unfortunately, it appears to conflict slightly with some of the starbase buildings added by the 3.6 update - it works fine still, it's just that the new buildings don't appear in the build menu. Is there any chance of a tweak to fix this? I assume it's just an ID assignment or load order change of some kind.

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.
I Darkstar X 28 May, 2021 @ 9:02am 
Sooo... is it fine for 3.0.*?
RECKLE$$ 18 Jan, 2021 @ 9:18am 
@astacius are you using NSC i heard it might be a value overload from the amount of extra offensive and defensive buffs you can add on exceeds the SB values for damage and defaults back to 1
Rogueone 17 Jan, 2021 @ 10:05pm 
Is this compatible with starbase slots?
Cosmic Cat 27 Dec, 2020 @ 3:28pm 
Never had the 1 hp bug and I've used this for a long time. I think Astacius has a conflict with something else.
Astacius 26 Dec, 2020 @ 11:36am 
@Liquid Snake sometimes base will go down to 1HP and won't get disabled, and this bug causes manyyyy problems
Noone 18 Dec, 2020 @ 12:02am 
@Kiitthnaras Hello author,are u planning to update this set of mods to 2.8.x or should i consider this mods dead and not wait for update??
RECKLE$$ 15 Dec, 2020 @ 10:14am 
is this mod that adds what feels like a million slots to starbase buildings and modules that i see in my game
Nicho 14 Dec, 2020 @ 9:44am 
@Astacius: Bugged how?
Astacius 26 Nov, 2020 @ 8:44am 
DO NOT USE THIS MOD - IT'S BUGGED
Derka Dur 26 Oct, 2020 @ 11:30pm 
having trouble running it with the other At War mods and Extra Ship Components
xika 7 Oct, 2020 @ 4:29pm 
I've just replaced the vanilla Hangar Bays in a starbase with Heavy Hangar Bays and the protection range shrunk. The heavy ones do not seem to give their +1 to protection range. (The +20 Trade Protection seems to work fine.)

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.
Mura 16 Aug, 2020 @ 5:57pm 
Does this work with the Exigency starbase buildings? I know there was a compatibility patch somebody made a while back but I don't know that it's been updated
Kaisergeese 29 Jul, 2020 @ 11:07am 
Does anyone know if the AI also make use of the heavy defense station and modules?
Ragnarok 29 Jul, 2020 @ 7:12am 
In the outliner, starbases are given their own designations - shipyards get their special subcategory, the rest are sorted into Anchorages, Trade Hubs, and Bastions depending on whether they have a lot of, well, Anchorages, Trade Hubs, or weapons mounts. It's just a little naming convention, but it's noticeable when using the pieces from this mod remove that Bastion designation.
Bad Ending 29 Jul, 2020 @ 4:54am 
What does "losing the Bastion moniker" mean? Apologies for dumb question, ive been out of the game for a few months
Kiithnaras  [author] 30 Jun, 2020 @ 3:45pm 
@Ragnarok I'll look into the Bastion part of it. That indeed shouldn't be happening, and could be why the starbase gets weird when selecting components. But I have seen the hangar modules selecting mod-based strike craft, though they can be superceded by others that have better DPS or a higher AI weighting. Still not sure exactly what the game logic prefers.
Ragnarok 30 Jun, 2020 @ 2:15pm 
A couple things:
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?
Kiithnaras  [author] 30 Jun, 2020 @ 12:26pm 
@Trains Thus far I have endeavoured to refrain from harming vanilla files as per Dadinator's original vision. The modified starbase powerplants do not supplant existing tiers and are weighted two orders of magnitude higher than the vanilla reactors in order to "encourage" the starbase component system to select the more powerful ones. If it does come down to it, I will have to go and consider mod compatibility if it is more desirable to replace the existing powerplant statistics in the vanilla file.
Trains6824 29 Jun, 2020 @ 10:31am 
@Kithnaras any chance you could make your defensive buildings compatible with Advanced Vanilla Mods so we could for instance put on the higher tier reactor ?
Ragnarok 28 Jun, 2020 @ 9:45pm 
Seems to work fine.
isaacpekeles 28 Jun, 2020 @ 8:32pm 
Does this still work with 2.7.2? I can't tell if the compatabiltiy changed with the update, despite "2.6" being in the title. Anyone confirm?
Skiritai 21 Jun, 2020 @ 11:41pm 
Anyone know if this works well with Zofe 3.0?
Chemy 27 May, 2020 @ 9:34pm 
Thanks for resurrecting this great mod!
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
Cúchulainn 18 May, 2020 @ 11:27am 
Also inquiring if this is still compatible w. 2.7? Thank you!
Summon3r 15 May, 2020 @ 8:40am 
@Kiithnaras do you know if these At war mods work with the current version of stell? They are excellent and some of the few mods that dont throw the balance of the game out of whack. THX!
Kiithnaras  [author] 15 May, 2020 @ 2:03am 
Yeah, there is sadly not a whole lot of option there unless I want to modify the vanilla power components file. While certainly doable, it would conflict all kinds of ways with mods that do the same or rely on vanilla values. I've done...fairly well with the component changes and it's...usually reliable in its own fiddly way. At least the heavy platforms don't complain too much, though I suppose I'll need to address the lack of piracy suppression once I make time to sit down and update these mods.
Cracky-chan 14 May, 2020 @ 2:33pm 
@leviathan In addition to what others have said, the main problem with Starbases is that if they are constrained on energy they will sometimes choose to equip nothing in a slot instead of lower tier items in other slots. Upgrade your power tech and then demolish and reconstruct a weapons component in the starbase and that will usually fix it.
Astacius 28 Apr, 2020 @ 2:02pm 
I like this mod but it seems bugged in plenty of places :(
prisoner881 28 Apr, 2020 @ 1:17pm 
Does the AI know how to use these?
corisai 28 Apr, 2020 @ 7:21am 
Heavy defense platfroms are lacking pirate supression value :)
Ahsoka Tano 25 Apr, 2020 @ 3:20pm 
so apparently this mod is actually outright incompatible with NSC2, coming from their head dev themselves, any chance of a compatibility patch with NSC2 and starbases extended?
DarthK3v 24 Apr, 2020 @ 7:46pm 
Yup.
leviathan 24 Apr, 2020 @ 7:25am 
Good to know, thank you, so basically paradox being paradox...
DarthK3v 23 Apr, 2020 @ 10:53pm 
@leviathan Starbases not equipping all their weapons is a known issue with this mod. It's also largely not the fault of this mod. Stellaris itself appears to be inconsistent with how starbases choose to arm themselves. Even without this mod starbases have proven to sometimes make odd choices in armament. You might also notice upgrading a starbase even in vanilla removes the starbase's hyperspace jammer until a building or module is constructed.

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.
leviathan 23 Apr, 2020 @ 2:04pm 
[2/2]

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.
leviathan 23 Apr, 2020 @ 2:04pm 
I noticed that if I use other mods that increase the number of slots for starbases, if I make a fully updated bastion (all weapon slots), at some point weapon modules are not added to the station.

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]
leviathan 22 Apr, 2020 @ 5:40am 
There is a small cosmetic issue: if you use the heavy defense modules the game (probably) doesn't recognize them as "gun modules" and therefore doesn't categorize the space station as bastion. It's not a functional issue, but I thought I should still report it.
ludi1989 21 Apr, 2020 @ 12:16pm 
@Kiithnaras Thanks a lot! Your tip helped me!
Kiithnaras  [author] 21 Apr, 2020 @ 7:36am 
1) If the savegame is one from before the 2.6 update, there's not much I can do - The game will still prioritize the vanilla starbase reactors which are woefully underpowered in managing the additional slots.
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.
ludi1989 21 Apr, 2020 @ 1:49am 
@Kiithnaras Thank you for your answer. So can you share your setup of a base? Because whatever I place in whatever configuration... it still has a lot of empty spaces :(
Kiithnaras  [author] 20 Apr, 2020 @ 9:37pm 
Paradox is why. It's inconsistent at the best of times. Experiment and see what works for you; I've had the best luck throwing missile or gun batteries and/or a shipyard onto citadels and star forts in order to get them to populate all of their guns. As to defense platforms, I'll look into their AI weights, but I can't do much more than that.
ludi1989 20 Apr, 2020 @ 2:05am 
My heavy starbase modules are not shown to have any weapons installed. When you press question mark to see the base's weaponry mentioned modules are empty, any idea why?
Quin_D 19 Apr, 2020 @ 11:49pm 
no idea what changed, but everythings working right, now. powers way up, and slots are filling in :/
Aurora 18 Apr, 2020 @ 1:16pm 
So. I am a bit hesitant to use this mod and for one reason, the AI don't seem to use it at all which gives me a massively unfair advantage over them. The AI don't really build up their starbases much either.

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.
Gibrun Thane 16 Apr, 2020 @ 12:20am 
+ pls german translation....
DarthK3v 15 Apr, 2020 @ 11:01pm 
I'm seeing a small bug in upgrading from standard weapon hardpoints on stations to the heavy weapon hardpoints. Even just the process of replacing the old hardpoint, or just queuing it up, causes the hardpoint which still exists on the station to cease protecting trade routes. This forces me to upgrade each hardpoint manually, one at a time, or have overlapping zones of protection for trade routes so one can upgrade while the other protects the trade routes. I'm getting the sense this might not be something you can fix since Paradox seem to have made a lot of surprise under-the-hood changes to how stations, ships, and weapons interact with each other. But I wanted to point this out anyway just in case.
Quin_D 15 Apr, 2020 @ 5:28pm 
i had a mix. some bastions with 2-2-2 guns missiles hangars, some mixes of hangars and trade/ancorages, etc. none filled in right

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......
Kiithnaras  [author] 15 Apr, 2020 @ 12:10pm 
Actually, I've noticed this as well. The game isn't...consistent, filling starbase slots with all available weapons, especially when only using Heavy Hangars. It doesn't seem like something I can fix directly, either.

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 >_>
Quin_D 14 Apr, 2020 @ 2:59pm 
probably a save game then. the only other mods i can think of that might conflict would be other at war mods.....