Stellaris

Stellaris

Slightly Larger Starbases [4.0]
17 Comments
Saranea 29 May @ 5:25am 
Quick bug report:

- The bonus HP to ships from the defence traditions sadly doesnt work for bio-ships.
- the edict granting 25% research to crusers should be changed for empires with bioships, as it does nothing
Wizard_ice 8 May @ 5:04pm 
@Psycho

I've been playing this mod as a standalone for a test as well as adding several utility mods. So it should be working perfectly fine my guess is it's a mod incompatibility issue. I know it has issues with Gigastructural Engineering.
Wizard_ice 7 May @ 6:44pm 
Just hoping you could make this compatible with gigastructural engineering.
Mr.PJX 6 May @ 7:12pm 
nice!
Psycho 6 May @ 2:44pm 
Cant build citadels, tech is reasearched and it says "click to upgrade to citadel", but cant click it...anyone else?
Cowardly_chaplain 4 Nov, 2024 @ 6:47am 
Dang it, I was hoping it would had 8 building slots to it.
Specimen A 3 Nov, 2024 @ 1:39am 
Can confirm, it works with UI Overhaul Dynamic for me. Just put it before UI Overhaul Dynamic in playset.
CurtimusPrime92 31 Oct, 2024 @ 12:15am 
does this work with UI Overhaul Dynamic? the other similar mod i found for this is compatible but it was reported broken with new patch, and it seems a bit too excessive for me with module and building slots
Treep3r  [author] 30 Oct, 2024 @ 9:37am 
Hi, @kataklism.
Seems like paradox changed a few texts and names this patch. I've fixed the problem and updated the mod :)
kataklism 30 Oct, 2024 @ 9:03am 
Hi, Treep3r!
I have some issues with this mod. When the mod was enabled, all starbase windows were covered by the shipyard tab. In gui file i see that in vanila tab says ship_build_queue_tab, but in mod - shipyard_tab. If i change name - all work fine.
May be you have this problems too? Or anybody?
Thank for your work!
De Clare 29 Oct, 2024 @ 12:09pm 
Thank you for updating this mod and making this mod. Makes it easier for me to construct fortress systems.
Treep3r  [author] 21 Jun, 2024 @ 10:00am 
@Haniel
Yeah, they are actually just the torpedo batteries. I corrected the name in the description.
AI does use all of the slots (only non-awakened fallen empires don't, since they don't build anything).
It does work with existing saves, haven't found any issues with that yet.
Haniel 21 Jun, 2024 @ 9:36am 
Are your "Missile Battery" modules actually missiles? Or just Torpedoes?
Does the AI take advantage of the increased slots, or is it just a player benefit?
Does the mod work with existing saves? Planning to use your mod for the next playthrough, but would rather jump in sooner if I can (currently fully unmodded)
Treep3r  [author] 20 Jun, 2024 @ 9:24am 
Oh also, in order to update existing starbases with this change, you have to delete/build/replace a module on your startbase. And thank you for the feedback! :)
Treep3r  [author] 20 Jun, 2024 @ 9:19am 
@alexusher_92
I hadn't given it too much thought as to why it sometimes didn't fill all the slots for me. But not enough power makes perfect sense!
I've increased power output of all starbase reactors by ~60%. Which in my case seems to be enough power to fill all slots with the highest tech. I'm trying to have it somewhat balanced in order to not make late game reactors redundant.
alexusher_92 19 Jun, 2024 @ 11:23pm 
Can you maybe expand your mod, and give starbases more energy? In the lategame i always have starbases, that have a "X"-Weapon-Slot, but it is always empty. I think it is because of the energyreactor. But even with the highest tech, it seems not to be enough
Snuggy 2 Jun, 2024 @ 3:53am 
This looks like exactly what im after. So many mods go way overboard with the modules and buildings. Thank you for being a sensible modder