Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I should've grabbed the fresh one with SteamCMD before talking shit, I guess.
I use Irony mod manager + DRM-free Stellaris, because using Steam to manage all my mods and game is bloody retarded and I'm done with corrupted game client/savefiles whenever steam decides to randomly update something in the middle of my playthrough without asking my permission.
I think you forgot to fill that slot for colossi, because I see fillers for that slot for titan and then jaggernauts, but no colossi?
I guess the problem lies in
*\3133146751_Better_Reactor_Boosters\common\component_templates\brb_utilities.txt
I slapdashed an edit by basically duplicating the section for battleships, then swapping all "battleship" with "colossus" and it works now.
Here's a section I added inside
https://pastebin.com/YaVq50hP
Here's the entirety of brb_utilities.txt I have now
https://pastebin.com/rwqa1jQe
Cheers.
required_component_set = "brb_reactor"
to the ion_cannon ship design in the files of the mod which changes it, for the fix.
Titans, Juggernauts, Colossi, Star Eaters, Paradox Titans will get full shield negation protection with dark matter reactor boosters
This seems to be a huge buff for 2armor-1shield setups because the reactor boosters flat buff doesn't increase further with more shield modules afaik, while also buffing missiles because they now don't waste 5% of their damage on shields anymore.
Removing the armor hardening means that it is very unreliable because it blocks things like mass drivers and lasers, but is completely useless against stuff like missiles, swarmer missiles, and strike craft, which i guess is how vanilla handled it anyway, but iirc in vanilla reactor boosters didn't increase upkeep costs at all like most other aux slot modules.
Second you need to either:
a) create a new component with values you want which include your defense platform in size restrictions
b) update size_restrictions in one of the existing reactor booster components
It can be somewhat made up for if you go 1 armor 2 shields instead of 2-1 since then you pay 0.05 energy and 0.01 alloys less upkeep for the second shield, but even then it doesn't quite cut it imo.
What i think would balance it out is either if you reduced the energy upkeep from 0.25 to something like 0.20 or maybe lower if you increase the build cost from 5 alloys to 10 or something.
Or implement the change you did in your other version where you give it shield dampener resistance
You might not unlocked the dark matter technologies yet
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2027087815&searchtext=realistic+ships
@felalot here are two more