Stellaris

Stellaris

Border Patrol
34 Comments
Master_Pain 27 Feb, 2024 @ 11:03pm 
Can we get an update for this mod? We need to keep Space Mexicans out.
Tuck Davis  [author] 4 Feb, 2018 @ 7:50am 
@Luke Skywalker Long Story Short: The mod will hibernate.

The Mod will stay in the workshop in it's latest pre 2.0 format, for those ppl that won't patch. I personally heared of quite a few ppl that will wait for some serious footage on how 2.0 will make fun or not, before deciding to patch or not. Stellaris 2.0 has so many changes it won't be the same game as before not only for border extrusion. :)

If there will be some niche for it or parts of it (scan range and maybe some rpg content around it) I will open a new Mod and link it from this mod.
Monseigneur 4 Feb, 2018 @ 7:33am 
@Tuck Davis How are you gonna handle the 2.0 update, with the suppression of border extrusion ?
Tuck Davis  [author] 4 Feb, 2018 @ 7:15am 
@Estradus It took me quite a while to figure it out, since there is no possibility to if/then for spaceport modules. So I could not adress the problem directly. But for new games only you should see a difference. I added AI weighting for the modules and biased Fallen Empires not to like my modules. Thats not the same like not to build my modules, FE will still build it when pressured enough (through border intrusion mostly)
Dadaist Coyote 17 Oct, 2017 @ 8:48pm 
Not sure if this has been changed since I last played (took a couple months away due to school), but when I had this mod on fallen empires always had stupidly massive territories, just straight up controlling a whole quarter of the galaxy. I'm not sure but would it be possible to set it so fallen empires cant build these modules without too much difficulty?
Tuck Davis  [author] 13 Oct, 2017 @ 8:49pm 
There is no such thing as "undocumented population" or " 'S' guns" in this mod, guess you are reporting bugs on the wrong mod.
メ♰คķꜱ♰è𝕣ツ 13 Oct, 2017 @ 8:21pm 
This mod completely ruined my game, all the undocumented pops who man the 'S' guns on my battlestations were deported back to Mechio III
Yotokan 22 Sep, 2017 @ 1:17pm 
perhaps add a verion of this that adds patrol ships
Tuck Davis  [author] 22 Sep, 2017 @ 9:24am 
Space Bureau of Investigation has been informed. 15 million were found, the last bits are in hiding though. ( Update will be soon. )
the2pages 22 Sep, 2017 @ 6:19am 
16 million energy rounds expended this past year...but only 160 used in combat...corruption!
Yotokan 3 Sep, 2017 @ 8:23pm 
a better way of describing this would be having donald trump on top of a wall with binoculars and stuff. That should totally be a picture for this thing.
Deon ☣ 9 Jun, 2017 @ 2:18pm 
Amazing mod. Really helps with my playstyle, I dont like to overexpand.
Tuck Davis  [author] 23 Feb, 2017 @ 5:44pm 
All upgrades improve border extrusion and scan range, some have other boni as well, but no spawning ships.
All upgrades lower the potential for medium sized ship building (but it is still possible).

I had a better description but workshop eats it every time I update the mod -.-
TalonisWolf 23 Feb, 2017 @ 4:05pm 
Right, after reading the description and viewing the photos, I find myself still confused on what exactly this mod does- does it simply boost border excrusion at the cost of your ability to build medium sized ships, or does it also spawn patrol/defence fleets, both?
Verminator 15 Dec, 2016 @ 1:29am 
Thanks Tuck, I've been happily using your mod for some time, but didn't want to screw it up by trying Folk's mod with it, without checking with you first. Thanks for the great mod and the info.
Tuck Davis  [author] 14 Dec, 2016 @ 11:12am 
This is a very clean designed mod, it is compatible with every other mod - as long as it does not change the _name of required technologies, Thats why I posted the techs in the mod description. Any other change/mod will work.
Verminator 14 Dec, 2016 @ 10:06am 
Will this work with Folk's Space Defense Agency mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=802551283
Tuck Davis  [author] 20 Aug, 2016 @ 7:28am 
@neibgray99 Not offended at all. Just because no one had problems till now must not tell that there could not be problems ;)
It would be nice if you could file a bug report in the discussion board above or in comments containing a short description of the situation, your game version and the mod list you used as the crash occured, that will help me track down the problem.
Most problems that are not ironed out by modders occur due to incompatibility issues with other mods - or due to rarity of the situation that leads to the bug/crash if it occurs vanilla with just that mod.
Greets,
Tuck
neibgray99 20 Aug, 2016 @ 12:32am 
No offense, but I seem to have tracked a persistent crash problem to it (got a number of mods, but disabling this one fixes the problem)
primordialegg 13 Jul, 2016 @ 11:57am 
Ah okay, gotchya! Cheers!
Tuck Davis  [author] 13 Jul, 2016 @ 8:37am 
Yep, the smaller upgrades are bound on spaceport tech, the big upgrade is bound on the smallest influence related tech (Planetary Unification).
Hinterxgames 13 Jul, 2016 @ 12:04am 
Oh... I dind't realize you had changed it to where an additional research was needed. So it's no longer under spaceport level 2? Is that what that unity skill is I saw? o.o
Tuck Davis  [author] 12 Jul, 2016 @ 12:37pm 
@Hinterxgames Planetary Unification is researched? :)
Hinterxgames 11 Jul, 2016 @ 9:54pm 
Hrm.. I am doing the government type where get +5 to core sector planets, and now all of a sudden the Bureau isn't appearing. The other two do, BP scan Array, and other BP module. But not the main bureau
CT_Marauder 9 Jul, 2016 @ 3:40pm 
@primordialegg
If all your planets are within your controled borders they all effect your controled sector not just the general area a colonized planet is in I have observed in my own game.

Even setting up a new teriformed planet with the moduals it has extended the range and push out of all my borders when inside my area of control.
primordialegg 9 Jul, 2016 @ 3:06pm 
If there were multiple colonisable planets in the same system, would the effect of these spaceport modules stack? If that's the case would it make sense for the modules to drain influence as opposed to simply be a once off cost or is there a way to prevent the stacking?
Tuck Davis  [author] 20 Jun, 2016 @ 6:38pm 
@Baleur If you install all 3 upgrades the flat influence cost ist ~ 50 - since influence does not come as easy as other resources I guess it is enough besides the ongoing costs in energy and minerals.

@Battle_Tyrant The mod adds 3 modules to the space port that are supposed to boost your empire`s border at a cost of maintainance. Mainly they boost scan range, border extrusion while crippling the space ports ability to build medium sized ships. Small and large ship building is uneffected.
Battle_Tyrant 20 Jun, 2016 @ 5:38pm 
What exactly does this mod do i'm a little confused, i thought it adds AI defense fleets to protect your system i'm guessing it's wrong
Baleur 20 Jun, 2016 @ 7:05am 
BRILLIANT! The vanilla game definetly needed some "border-colony" mechanics, for worlds where you dont care about ship manufacturing, but still want SOMETHING good out of them for strategic reasons.
Basically this mod is the equivalent of influence stations in Galactic Civilizations.
Thank you. (maybe even make the upkeep cost 0.5 influence?)
Heartborne777 11 Jun, 2016 @ 8:29am 
yeah i figured it out in a game, the empire only got like 4 system but the border expand, my god,they even surround my outpost..... anyway its a cool mod^^
Tuck Davis  [author] 11 Jun, 2016 @ 8:16am 
@Heartbone Yep the AI is using them too.
Heartborne777 11 Jun, 2016 @ 2:49am 
Ai can use this too?
Demiurge 9 Jun, 2016 @ 11:40pm 
the incredible growing border!
Revenio 9 Jun, 2016 @ 11:36am 
lol