Stellaris

Stellaris

1.9.X Fix for broken Shields
58 Comments
Designer225 11 Jul, 2018 @ 4:44pm 
There are two definitions that control when a spaceborne object starts repairing itself:
STATION_SELF_REPAIR_TIMER_DAYS - controls ship and station repair timer (blame Paradox for such a nonindicative name)
STARBASE_SELF_REPAIR_TIMER_DAYS - controls starbase repair timer

Setting them both to 0 should fix the problem. I've already posted a fix here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1437765183
nia727 31 May, 2018 @ 7:17am 
Thank you!
Imperator Brool  [author] 29 May, 2018 @ 8:09pm 
nia727 the used mechanics to get the shield regeneration in combat has been purged from the game.
nia727 29 May, 2018 @ 8:06pm 
up please
Imperator Brool  [author] 19 Apr, 2018 @ 1:36am 
I appreciate your share of thoughts and feelings, but this is the wrong place, unfortunately.
Travis 18 Apr, 2018 @ 6:31pm 
I hope someone from Paradox reads this…great job, guys. I would have continued playing Stellaris for years, buying up all your DLC, but nope…not now. You killed the modding community, and therefore killed a great game. I'm out, and unless you miraculously manage to undo this collossal mistake in time to revive the community, then I won't ever be coming back, nor ever spending another penny on ANY Paradox game again. Ever.
Travis 18 Apr, 2018 @ 6:31pm 
Ugh. It looks like several people have already discussed creating a Script Extender for Stellaris, but they gave up before they even began, because of what a pain Stellaris actually is to mod for…largely because of how much $h!t they hardcode into the game! This just makes me even further disappointed and frustrated with Paradox. They created a great game, but with some minor oversights, which were quickly (but probably not easily) fixed with some mods. Then they make some changes, making modding even harder, but yet the community manages to keep the game strong with even better mods. Then Paradox really screws the pooch, by going full-retard and crippling an otherwise good game, with hardcoded garbage preventing the community from fixing the feces they just threw straight into the fan.
Imperator Brool  [author] 14 Apr, 2018 @ 2:34am 
Can't say for sure. Depends on what commands and variables the script extender implements, my guess.
Travis 13 Apr, 2018 @ 5:15pm 
I talked to some others about this, who suggested that maybe a script-extender, or some other kind of third-party modding support structure, might be able to get past the stupidity introduced by v2.0. If something like that exists for Stellaris, could it help revive your work?
Imperator Brool  [author] 4 Mar, 2018 @ 7:34pm 
As far as I can tell. I will try my best to figure it out, but it seems to be hardcoded now.
Travis 4 Mar, 2018 @ 5:37pm 
Wait, wut. Are you seriously saying that there is now NO WAY at all, to make shields/armor regenerate at all times, regardless of combat??
If that's the case, then I really have no desire to play Stellaris whatsoever.
Imperator Brool  [author] 22 Feb, 2018 @ 7:46am 
2.0 is here. See description. I'm sad, but can't change it. Bye shields! :steamsad:
jackstalke 13 Dec, 2017 @ 11:52am 
This mod is just great. Been using it since day one. Thank you!
Imperator Brool  [author] 13 Dec, 2017 @ 10:29am 
One point niiiiiiiine
Imperator Brool  [author] 22 Oct, 2017 @ 7:10am 
I'm actually not sure if it is a bug or just an oversight, but I wanted it fixed so... I did it. :)

You're welcome though. Nice to know people like it.
Sollis Gratis 22 Oct, 2017 @ 6:21am 
I didn't even know this was a problem until I payed close attention to my ships (while being facerolled by the enemy). I was "shield tanking" but no love. You are a scholar and a gentleman, sir. My gratitude for fixing this bug. It is a bug, right?

If it isn't a bug, someone is a profound idiot. It is a bug though, right?

Right?
Imperator Brool  [author] 5 Oct, 2017 @ 8:31pm 
You're welcome. :)
Travis 5 Oct, 2017 @ 5:35pm 
I just gotta say, that no matter what selection of mods I choose to play with in any given play of Stellaris, I ALWAYS include this one. Great job an an excellent, and in my opinion - necessary - mod. Major kudos! :steamhappy:
DarkNova 22 Sep, 2017 @ 8:05pm 
thx
is a good mod^^
Imperator Brool  [author] 22 Sep, 2017 @ 7:05am 
Shields up!
DarkNova 21 Sep, 2017 @ 11:59am 
pls Update for the new Version
THX
Imperator Brool  [author] 19 Jun, 2017 @ 5:24am 
Returned to 1.6.X due to popular demand until 1.7 is released...
Imperator Brool  [author] 18 Jun, 2017 @ 3:26pm 
Still works with 1.6.2 btw
Imperator Brool  [author] 15 Jun, 2017 @ 11:26pm 
1.7.X
Now with more free beer.
onimale 17 May, 2017 @ 1:11pm 
Thanks!
Imperator Brool  [author] 17 May, 2017 @ 10:27am 
1.6.X
Should be compatible now with coming hotfixes...
onimale 12 May, 2017 @ 4:58am 
Thanks!
Imperator Brool  [author] 11 May, 2017 @ 9:00pm 
Shields up!
1.6.0
onimale 11 May, 2017 @ 5:50pm 
Update for 1.6 coming?
Imperator Brool  [author] 26 Apr, 2017 @ 7:45am 
Nope, they don't.
They lack the appropiate variable set to allow regeneration in the files.

If you test it with say two battleships loaded with shields and only one of them get the shield capacitor, as both will have only a low DPS weapon, you can see the one with the shield capacitor regenerate shield hitpoints while the one without capacitor won't. Not even one point. Oh and the one with the shield capacitor will win, even with only one shield installed, no matter how many shields the other one has installed...

Try it yourself but make sure you don't use the "attackallfleets" command line, as the ships may count as not in combat. Use two different empires to test it.
Neto'en 25 Apr, 2017 @ 10:04pm 
Aren't you misunderstanding basic shield regeneration in battle with passive increased shield regen out of it ? Cause I am pretty sure shields do regen in combat, and at rates they are supposed to.
Imperator Brool  [author] 16 Apr, 2017 @ 11:20pm 
You're welcome. :)
Woof 16 Apr, 2017 @ 5:33pm 
Thanks for explaining that. Love this mod it's really helpful!
Imperator Brool  [author] 15 Apr, 2017 @ 6:30am 
And to clarify: Shields without the capacitor will never regenerate in combat. Unless you use this mod. ;)
Imperator Brool  [author] 15 Apr, 2017 @ 6:26am 
Not at all. Shield capacitors give a huge 50% bonus to overall shield regeneration.

In vanilla, they "activate" the in-combat-shield-regen aswell, thus making shield capacitors a necessity for every shielded ship. You had to research them asap.

This mod only activates the in-combat-shield-regen for every shield generator (even the low Deflector Mk I). Shield capacitors still give their huge 50% bonus, but aren't a necessity for shielded ships any longer. They are an option, you are able to delay the research or even use other modules like the evasion stuff from the fortress .
Woof 13 Apr, 2017 @ 6:05pm 
So this makes the capacitors pointless? Or it makes it even better for regen on top of regen (wasn't it already doing that)?
Imperator Brool  [author] 12 Apr, 2017 @ 12:47pm 
Updated for 1.5.1. Have fun.
Imperator Brool  [author] 7 Apr, 2017 @ 4:42am 
Updated for 1.5.0, post bugs if you find them, testing didn't show any though. :)
Imperator Brool  [author] 7 Apr, 2017 @ 4:11am 
Thank you for reminder, wasn't sure when Utopia would hit live. Working on it.
RedRapture 6 Apr, 2017 @ 7:40pm 
Update?
Imperator Brool  [author] 10 Dec, 2016 @ 5:19am 
Updated for 1.4.1
Jim Starluck 7 Dec, 2016 @ 12:34pm 
No problem. Thanks for the speedy update!
Imperator Brool  [author] 7 Dec, 2016 @ 6:29am 
Updated for 1.4.0 but was compatible.
Unfortunately still needed.

Thx for info, didn't notice as I'm not playing Stellaris at the moment.
Imperator Brool  [author] 7 Dec, 2016 @ 6:10am 
Didn't notice the update, will look into it.
Jim Starluck 6 Dec, 2016 @ 8:42pm 
Still any need for this in 1.4? And/or is it compatible?
Imperator Brool  [author] 10 Nov, 2016 @ 6:33pm 
Btw: Even though shield rechargers (how they are called now) have received an update in 1.3.2, they still activate the overall shield regeneration in combat. I still do not understand why the developers of the game keep them so mandatory and thus overpowered in comparison to a fleet without shield rechargers.
Well, have fun with the polished rechargers though, they kick ass. :)
Imperator Brool  [author] 10 Nov, 2016 @ 6:26pm 
Updated for 1.3.2
Imperator Brool  [author] 2 Nov, 2016 @ 8:56pm 
Updated for 1.3.1
salemonz 21 Oct, 2016 @ 8:14am 
Yay! Love this mod, thank you!
Imperator Brool  [author] 21 Oct, 2016 @ 1:20am 
Updated for 1.3.0