Stellaris

Stellaris

At War: Planetary Defense Fleets (3.9.*)
59 Comments
Atomic Goblin 1 Jun @ 3:40pm 
@Tofu It works but due to the population changes it is not worth using for more than just the defense fleets
Azona 31 May @ 2:34pm 
tilarium 13 May @ 1:17am 
Due to the changes with pops and jobs, it's probably going to need an update/rewrite. The bones of the mod should still work, but the building and jobs are going to be based on the old pop system and will cause issues.
Tofu 12 May @ 8:51pm 
Does this work for 4.0?
guardian1368 12 Feb @ 10:16pm 
patrol craft 1 doesnt get replaced or removed in ship designer
tilarium 27 Jan @ 10:11am 
Thanks for the heads up. I can live with localization errors, it’s par for the course with a heavy mod list.
Phoenix 27 Jan @ 9:55am 
Works in 3.14, seems to be some localization issues in some of the techs and descriptions though.
tilarium 10 Dec, 2024 @ 8:11am 
Has anyone tested to see if this is still working as of 3.14?
griggs vs duke power 24 Oct, 2024 @ 8:05am 
might get more downloads if you added some screenshots showing actual gameplay
焱淼 23 Oct, 2024 @ 12:43am 
期待整合的科技(避免科技池污染);例如通过驱逐舰相关的科技来关联解锁“Ⅱ型巡逻舰”及其升级。
Technologies to look forward to integrating (to avoid polluting the tech pool); for example, using destroyer tech to unlock the Type II Patrol Ship and its upgrades.
Blazingdevil 12 Jun, 2024 @ 10:53am 
will this be updated? its an amazing mod
焱淼 2 Apr, 2024 @ 9:32am 
@KampfTomate007
Yes, a special Zero-point-energy Reactor.
Only 28 units of alloy are needed to build a reactor that produces 620 units of energy.
I like to use it on small to medium sized ships to save me resources.
KampfTomate007 4 Jan, 2024 @ 9:06am 
Can confirm, don't know since when, but the other when i looked into modifying my corvettes i noticed the special reactor popping up in the selection, and not only for corvettes, but also for frigates, destroyers, and cruisers (didn't unlock the rest yet).

It's weird because it is basically a regular zeropoint reactor (T5) but instead of giving 220 energy it gives 620 for corvettes and frigates.

For destroyers it's 620 instead of 430 while also costing 50% as much
And cruisers get 620 instead of 800 while costing 25% as much, so for anything smaller than a cruiser it's a straight power and cost efficiency upgrade.

Keep in mind that both versions are available in the selection.
Algebraist 28 Dec, 2023 @ 11:40am 
The patrol craft zero point reactor (giving 620 power instead of the normal 430) is appearing in all the non-patrol craft ship designs.
jowe01 24 Dec, 2023 @ 11:10pm 
Does anybody know if this mod and its sisters are compatible with 3.10 ?
spartan1096 5 Dec, 2023 @ 12:23am 
I think maybe these PDF ships should called Monitor
Lekelokobs 5 Nov, 2023 @ 3:06pm 
@Ambit

I may have found a bug. I researched patrol crafts II and made a new model for them and deleted the default one, but basically every month the default one reappears and all the PDF bases build the inferior patrol craft II instead of the better version I designed.
Itsa me, MarDIO 4 Aug, 2023 @ 8:21pm 
I know in the past (like back when it was still run by The Dadinator) they could build the planetary cannons, which lead me to stop using it for a while, but I haven't seen the ai build either the cannons or these bases in a while.
Keegan Ghost 18 Jul, 2023 @ 1:31am 
Can AI run this as well? troublesome if they can
Itsa me, MarDIO 4 Jul, 2023 @ 2:13pm 
@Azona Haven't used this particular feature myself but the second from last bullet point under Planetary Defense Force Base says you can transfer resources manually if I'm reading it right.

Though I wouldn't argue against adding the option to increase the alloy "upkeep" as well.

This mod is also a good fit for an integration with Under Siege now that I'm thinking about it, allowing under siege forge worlds to still build ships as long as the mineral supply holds out.
Azona 1 Jul, 2023 @ 6:46am 
I love these mods used them for long time. can we have an option to increase alloy transfered to the planets with this building. at moment in end game and alloy given to planets is kinda low to rebuil the fleet for planet which could be speed up a lot if we could increase monthly donation. I know you can do it manual but thats a lot of work if you got lots of planets
Maadh 5 Jun, 2023 @ 12:28am 
Building gets destroyed under bombardment
Maadh 16 May, 2023 @ 11:29am 
the mod works with 3.8
thorman123456789 9 May, 2023 @ 3:09pm 
is this compatible with 3.8 and the bombardment changes?
Comrade Kibbles 23 Mar, 2023 @ 6:33pm 
dang only just discovered this great mod, going to test it on my next playthrough
–Phase– 27 Feb, 2023 @ 8:40pm 
Is there a downscaled patch available for this?
Akula 1 Dec, 2022 @ 10:46am 
Have the decency to roll out legacy mods if you're going to keep up with Paradox's inhumane updates. Hope the day of fixing these mods is worth it.
Qillin 13 Jul, 2022 @ 9:04am 
Join the discord to post feedback, suggestions or bugs.

it is in the bottom of the description.
Littleman 12 Jul, 2022 @ 3:15pm 
@Fernacam That's the point of them; they're not meant to be patrol fleets, they're meant for defending planets when they're under attack
Winter 26 May, 2022 @ 7:29pm 
Really nice concept.
Fernacam 24 May, 2022 @ 8:48am 
Please friend, modify the patrol ships so that they can use the hyperroads as they do not change system to patrol

Tks :D
kroganwar22 19 May, 2022 @ 6:13am 
Hi there! I hope you are having a good day, I am thinking about making a separate Mass Effect total conversion different from Mass Effect: Beyond the Relays. I would humbly ask can I have permission to use your mod to help me out in that process? I understand if that answer is no but I thought I would ask regardless. Of course I will give you credit for the hard work you've accomplished! Thank you for your time no matter the answer. :)
RomanWolf 19 Apr, 2022 @ 1:26pm 
using this on v3.3 with AlphaMod
it works fine
Max 11 Mar, 2022 @ 9:22am 
Does this still work in 3.3?
No.1 Noob 3 Feb, 2022 @ 7:08pm 
Is the fleet supposed to launch even after the planet is conquered? It is happening to me even after conquering the AI planet, the planetary fleet still launch
Zethanox 25 Jan, 2022 @ 10:53pm 
question. How do i know if its working. Cuz my fleet pop isn't changed and i dont see any new fleets. All i know is its sucking up 80 alloy and not really showing anything for it. Is there a way to see my pdf fleet without being attacked?
Wilmfe23 28 Dec, 2021 @ 1:10am 
After trying it for a while it does feel a little too clunky. Maybe just have the building do it's thing without having to juggle pops.
I Darkstar X 8 Dec, 2021 @ 3:02pm 
A shame there can't be something like this for basically "auto fleets" which fly around at enemies automatically, attritioning them kind of.
Wilmfe23 1 Dec, 2021 @ 3:13am 
@The Emperor's Chosen
Why though? The issue is that they can just ignore the worlds and take out all your space stations. I mostly want something that can actually make what's on the planets a concern for ships.
The Emperor's Chosen 16 Nov, 2021 @ 8:41am 
@Wilmfe23 Just add the Planetary Defense Cannons to this, should make Fortress Worlds a real threat.
Wilmfe23 15 Nov, 2021 @ 12:58pm 
I love the idea but maybe you could make it so that you can put multiple buildings. That you can make fortress worlds that actually are a hindrance to the enemy.
Smoking_GNU 13 Nov, 2021 @ 4:39am 
Good to see these mods still alive :)
nedarahan 6 Oct, 2021 @ 12:21pm 
Hey, if I might make a suggestion:

I think there should be megacorp buildings that do the same thing as PDF base.
The -Mercenary Liaison Office- or -Private Military Industries- for normal ones
-Pirate Free Heaven- or -Smugglers Port- for criminal corps

Or alternatively a new building/s could be made.

Just thought I'd put it out there.
Ambit  [author] 18 Sep, 2021 @ 1:41am 
@Smile best way is to come discord. bugs can be posted there.
Smile 18 Sep, 2021 @ 1:23am 
Hm, found some weird bug
https://skr.sh/sA6AL2Z0CzW?a
Pzk. Ruby 6 Sep, 2021 @ 4:50am 
Alright, good to hear its already known. In the meantime I made this edit mod here for some friends and I to play, maybe it'll help in some way?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2594991460

Also I'm not sure what your policy is on sub-mods, so just let me know if you want me to private it or anything like that.
Ambit  [author] 6 Sep, 2021 @ 4:06am 
already noticed the problem with the scaling and made a note for me to fix that, but currently working on a privat mod for a friend... after that im gonna make changes to the mod.
Pzk. Ruby 5 Sep, 2021 @ 7:23pm 
This is a great mod, but I do agree that it does somehow need scaling, as typically by the time I find an enemy powerful enough that they can besiege one of my planets it's well beyond the point in the game where a few patrol ships will be of any use.
Renown 20 Aug, 2021 @ 3:35pm 
Feel like this mod is a fun idea, but useless in execution.

Especially as the game goes on.

It needs to scale somehow...

Perhaps, every 100 Fleet Capacity = a certain # of patrol ships per PDF.
Boltergeist 27 Jun, 2021 @ 6:05pm 
I sincerely thank you for updating the mods

Theres just 1 thing bothering me

I dont think PDF (and the cannon) should improve research and unity

Instead id give them Naval Capacity and Administation capacity
(my logic: planetary resupply and populace feels safe with a BFG defending them)

Gonna try to create a fork for myself doing that