Stellaris

Stellaris

At War: Planetary Cannons 4.0
24 Comments
Azona  [author] 6 Jul @ 9:48am 
whel does state it. I did not made it my self as I do not understand Russian.
SMN665 6 Jul @ 12:35am 
He asked if the russian language is on the mod
Azona  [author] 5 Jul @ 11:02am 
I dont speak what ever that langues
Анз 1 Jul @ 11:11am 
@azona
Анз 1 Jul @ 6:09am 
то есть руский язык встроен в мод?
Azona  [author] 17 Jun @ 11:50am 
@tzverg

Thank you for making russian translation.
tzverg 16 Jun @ 2:41pm 
Tovius 4 Jun @ 5:47pm 
4.0 added ai additional weights modifier to some buildings (such as capitals), so you might want to try that and see of it helps the ai build them.
Comrade Phoenix 3 Jun @ 3:23pm 
@saintcham

Literally just click the link under "Original mod."
squilliamsaq 3 Jun @ 3:04pm 
description doesn't explain anything about this mod
Azona  [author] 31 May @ 11:33pm 
No I will not, if you want that you can maken patch mod to increase the damage. All you should do is rip out the file that controls the damage adjust it then load patch mod after this mod and that should work.

The mod you linked only goal was to change the damage they should done that only and then should have been compatible with this one.

Yes patch mod is dependent on original mod as only changes files needed and need rest of original mod to function.
Ben_D⚜ 31 May @ 4:54pm 
@ Azona

Any chance you could introduce higher scales of damage like At War Planetary Cannons 3.13 ( for NSC2 and ESCN) did? I play with mods such as [SKO] Technological Zenith and the differential in power scale quickly becomes quite apparent.
Azona  [author] 31 May @ 12:15pm 
tried that in buildings file but they ignore it so far I could see. prob because new priority for ai for their econimy if that fine then might use that. ran game human_ai just never builded it and never seen it on ai worlds. or their economy is so bad they never get it it or I did something wrong.
Oddball 31 May @ 11:27am 
@Azona It's the ai weight {} section and variables from what I understand
Azona  [author] 29 May @ 1:27pm 
I fixed minor thingy but to let AI build them to I have no clue how to fix that, tried things, looked at other mods with custom buildings but I serious do not know where to look. anyone knows let me know.
Bluecat 29 May @ 12:53pm 
oh my god thank you so much!!!
Azona  [author] 29 May @ 9:27am 
I might but my time is very limited, work, kids very little free time to do something for my self so not want to waste that little free time on fixing mods only :)
Csulu 29 May @ 6:51am 
Thank you for continuing it. Are you thinking of updating the other ones too?
Hivelord 28 May @ 3:10pm 
@Azona great thanks
Azona  [author] 28 May @ 12:48pm 
@AT

looks like game does cover it. I tested it with wilderness origin empire and when researched tech equal what other empires get you unlock the buildings.

Tooltip of Bio-Coil Shard Accelerator show unlocks Building: Planetary Coilgun Battery.

So should be good.
Hivelord 27 May @ 4:25pm 
@Azona Like if I choose organic shipset do I still get to have guns on my worlds? Because when I played the mod to get the big guns you had to research kinetic weapons
Pheonix 27 May @ 4:22pm 
Thank you for making an update for this, these weapons really help in invasion scenarios
Azona  [author] 27 May @ 4:07pm 
what do you mean? this mod add big guns on your planet to shoot at fleets that bombarding your planets. I add nothing new just updated original to work better with 4.0.
Hivelord 27 May @ 4:03pm 
@Azona How does this interact with organic shipset?