Stellaris

Stellaris

At War: Planetary Cannons 2.8.1 update
51 Comments
Not Ela 24 Jul, 2022 @ 11:01pm 
dead mod PepeHands
Tiasson 17 May, 2021 @ 8:06am 
Has anyone sucessfully used this mod in 3.x?
Herr Wolf 14 May, 2021 @ 12:05am 
never
Beast-Storm 13 May, 2021 @ 11:44pm 
When can we expect an update?
Herr Wolf 5 May, 2021 @ 3:05pm 
@devillin
That's not a bug, it's a feature.
devillin 3 May, 2021 @ 10:30pm 
Every time one of these fires, I get a big green Error message for the icon. It still hits and blows up ships, but the icon says Error.
pie_of_doom_2000 26 Apr, 2021 @ 12:14pm 
@nosiwaste
Would say the coilguns are used to stop landing troops and corvettes as they hit many ships at once. Planetary Lances are for everything else.
初雪 19 Apr, 2021 @ 4:47pm 
Update
SEVEN GOON SESH 19 Apr, 2021 @ 12:59pm 
@nosiwaste

They're meant as early game defenses. Past the early game they're useless much like coilguns are on ships.

You have to use Planetary Lances for later.
nosivaste 18 Apr, 2021 @ 3:24am 
are the planetary coilguns meant to only have 20 - 30 damage? they seem completely useless, they also cost volatile motes monthly
rommi 18 Apr, 2021 @ 12:37am 
update please
HyphenTorpedo 3 Apr, 2021 @ 4:34am 
@CedZ Yeah, I've always thought it was strange how people go on about how planets are defenceless. Whereas a ship has a limited amount of space and energy to work with, a planet has a much, much larger amount, access to vast regions to hide more batteries and silos, not to mention it can manufacture its own ammunition (assuming the planet has access to those resources, otherwise it'll have enormous stores instead). Nice video too by the way.

Plus, even if an enemy shoots at a range that the enemy planet can't hit them, their advanced sensors might pick up travelling objects like a rod from god, and they could intercept it. Same with missiles. Energy weapons would probably need some form of shielding, but if they can anticipate or know where it's going to hit and have the right shields, a planet could still defend itself from that, too.

Planets that can defend themselves are a really cool idea, I wish we'd see more of it in Sci-Fi, especially for the built up planets like homeworlds.
CedZ 20 Mar, 2021 @ 11:51am 
@FuriousGreg You might wanna inform yourself on these subjects before talking about realism. Isaac Arthur as a good video on orbital bombardment that mention your exact argument about planet based defenses among other things. https://www.youtube.com/watch?v=LolF5iI3xEs&t=1406s .

You have valid points but they are definitely not insurmountable problems, especially for civilizations with the amount of technology we see in stellaris. Also ships in orbit have to shoot through the atmosphere and face the same problems. Plus, a planet based weapon can be way bigger than one on a ship and potentially has access to an entire planet's energy grid, so beam weapons would be way better than on a ship.
Derg 14 Mar, 2021 @ 9:02am 
@Theamson Yes they do
Teamson 13 Mar, 2021 @ 10:16am 
Will the AI use those??
The Dadinator 13 Mar, 2021 @ 9:47am 
As the original author of this mod, I have to laugh @FuriousGreg as what about Stellaris is about realism? I am glad this mod is still going.
FuriousGreg 12 Mar, 2021 @ 2:18pm 
I totally get the desire for planetary based weapons but if you're going for even a little bit of realism they just aren't going to work.

Kinetic weapons will have to overcome the planet's gravity and the friction caused by travelling through the atmosphere sapping that energy on it's way up to it's target, plus the wind knocking the projectiles off target, essentially making those kinds of weapons ineffective. Beam weapons will also lose tons of energy through refraction and other atmospheric interference. So if you want weapons like these to be effective they would have to be based in orbit where they would be sitting ducks. Even missiles wouldn't be at their best for the same reasons plus they would be very easy to shoot down while they were trying to escape the gravity well.

I'm not trying to bust anyone's b*lls here just pointing out a probable reason why they aren't in the vanilla game :steamhappy:
JavorSkoll 12 Mar, 2021 @ 1:50pm 
Wow! This a feature I always missed in Stellaris!!
Good job.
Crysolas 11 Mar, 2021 @ 4:50pm 
Let's make Ogame great again!
scapegoat? 6 Mar, 2021 @ 2:12pm 
CADIA STANDS
mako616 2 Mar, 2021 @ 8:38am 
do the cannos work in habitats?
Zek-zeon 28 Feb, 2021 @ 8:56am 
Just into my first week or so of Stellaris, and this mod sounds absolutely amazing!!

that being said though....

why were things like this NOT in the villain game? I mean looking at every space show/movie/lore every planet (that has a sizable pop) have these things set up. Star Trek, Star Wars, Halo, Babylon 5, Dune, and even Firefly/Serenity, and Stargate sg1 had them, its not that rare!

or am i supposed to have a sizable fleet on every planet/system to guard it?

anyway Thank you for your hard work! !
Bemoteajh 25 Feb, 2021 @ 10:26am 
o7o7o7... Now ground armies actually have a purpose... You can't just sit there and bombard a planet till their armies are crippled...
zoon1218 25 Feb, 2021 @ 3:50am 
i dont know reason why.....but error log says like tihs

[[[[[20:34:15][trigger_impl.cpp:11564]: [ file: file: events/eac_at_war_events.txt line: 101 line: 1] Invalid target planet scope for is_planet trigger]]]

what is this saying? is this a bug? from mod? or ceushed by the anothere mods?
Formula Falls 16 Feb, 2021 @ 3:00am 
You're gunna make me cry. I missed this one
Lynn 14 Feb, 2021 @ 9:37am 
nice
maltheal  [author] 5 Feb, 2021 @ 7:05am 
@marder
Planetary defense fleet is what your looking for :p check my collection for it

enjoy
Marder 5 Feb, 2021 @ 1:25am 
can we get space ports on planets that send out bombers an fighters out that could theoreticly attack a colosus?
Soldaten_112 17 Jan, 2021 @ 8:17pm 
Thanks
maltheal  [author] 16 Jan, 2021 @ 9:26pm 
Thanks man
The discriptor file error is a steam problem I'll post instructions on how to fix that
Soldaten_112 16 Jan, 2021 @ 4:52pm 
Dude, fucking awesome! I'm glad you revived these mods

Also, it says descriptor file is missing
maltheal  [author] 5 Jan, 2021 @ 12:48am 
I could see RIG changing the way you descover the tech I've never used it but I do use machine ship set so I know it's not that maybe put this mod below RiG
Greek Olifs 4 Jan, 2021 @ 5:07pm 
Yep I think that's it. Nothing I know of is wrong with this mod. I'm using RIG shipset and weapon expansion. Also with Machine shipset that's compat with those.

I believe the machine shipset is restricted to the techs, that is until I create debris out of enemy empire ships, and research the tech found there.

I just found Coilgun Planetary Cannon tech in some debris. Interesting, huh.
maltheal  [author] 4 Jan, 2021 @ 4:23pm 
so i actually think its a mod conflict which mods do you have that alter buildings?
Greek Olifs 4 Jan, 2021 @ 3:18pm 
No worries. Actually a non-FE built them too. I wonder what I'm doing wrong haha
maltheal  [author] 4 Jan, 2021 @ 1:46pm 
I'm at work atm give me a couple hours to get home and I can put some pics up of the tech
Greek Olifs 4 Jan, 2021 @ 10:32am 
So I was able to see that the fallen empires had access to them through console commands, the planetary cannons are in their buildings list.

I'm stuck at repetitive techs, not sure when these cannons will appear in my own building list, if ever.
Greek Olifs 4 Jan, 2021 @ 9:49am 
Hey Malt, what tech needs to be researched in order to have these? I have 2.8.1 Planetary Defense as well.

It's near end game and I haven't seen these yet. Should Planetary Cannons load before or after Planetary Defense?
Hostis globalismi americani. 3 Jan, 2021 @ 8:39am 
Interesting. Now my ''Fortress world in chockepoints strategy'' will be even more effective.
maltheal  [author] 1 Jan, 2021 @ 8:17pm 
well since support has been so high for it yeah i will they take a bit of time to look over everything and find code thats not going to work anymore and fix it along with balancing as some of the upkeep and other variables are way high or low then bug testing unfortunately i cant see all the problems in just the code

but the rest are going to come after i make a 2.8.1 automated border patrol mod as i hate hate hate micromanaging and my sanity comes first lol
MoeKitsune 1 Jan, 2021 @ 6:16pm 
Will you be doing the rest of the At War mods or do they still work?
Krahe 30 Dec, 2020 @ 9:18pm 
GREAT LEADER IS DEAD
SOLO NOBRE MUST FALL
maltheal  [author] 29 Dec, 2020 @ 4:28am 
@HONVÉD] PordyHUN

I would bet that another mod is conflicting with this one or it changed something in the game that this mod uses to identify if fleet is in orbit but I'll test it out when I get home
Pordy 29 Dec, 2020 @ 3:43am 
Honestly i dont tried this alone, but It seems not working. Because the paradox bug, the game dont recognize fleets in orbit. Thats why the scripted effects of this mod cannot start.
maltheal  [author] 29 Dec, 2020 @ 1:49am 
@HONVÉD] PordyHUN

Are you sure it's this mod and not some mod conflict because I'm looking at it and I don't see any breaks

Scripts are real fragile and something like altering how buildings work or how ships bombard could potentially break the script
Pordy 29 Dec, 2020 @ 12:52am 
Did you know that 2.8.1 Fleets_in_orbit trigger doesnt work? So your update unless you changed the way this works, the mod wont work at all.
maltheal  [author] 28 Dec, 2020 @ 4:21pm 
@djamesds
I've never put mods in mid game so that's a use at your own risk
djamesds 28 Dec, 2020 @ 3:25pm 
Its okey to add in already existing save game?
Tovius 27 Dec, 2020 @ 10:22am 
Thank you for updating this mod!
LordZarmack 27 Dec, 2020 @ 4:33am 
Cheers for the update, hope you had a good xmas.
Still using your last upload of this from what- 2 years back now xd