Stellaris

Stellaris

Dangerous Bombardment [Discontinued]
59 Comments
Cyclicalasp79 10 Dec, 2022 @ 5:19pm 
I always used this mod and i just want to say thank you
[Andon]  [author] 20 Nov, 2017 @ 7:54pm 
I am going to officially discontinue this mod. There's many "Modified Orbital Bombardment" mods out there, many of which do pretty much the same thing as this one.

I simply don't have the time or energy among all of my projects to devote the appropriate amount to this one.
[Andon]  [author] 7 Oct, 2017 @ 3:48pm 
This is the last mod on my list to update. It's likely that I'll have to re-write the whole thing from the ground up, so no guarantee on time.
[Andon]  [author] 29 Sep, 2017 @ 6:51pm 
Further update: It's reading the file, but my methods for adding tileblockers and changing planet classes don't seem to work anymore. I'm not sure what has changed to do this, as everything seems the same from 1.6 in the vanilla files.

I'm going to have to work on this more later. It's a lot more work than I expected.
[Andon]  [author] 29 Sep, 2017 @ 6:32pm 
I'm going to rescind my last comment. It seems as though nothing is working. It's as though it is ignoring the mod file in its entirety.
[Andon]  [author] 28 Sep, 2017 @ 6:41pm 
MOST things seem to work. Changing planet types doesn't seem to be functioning though. This will take a small amount of time to update. Shouldn't take terrible long, but I'm not going to give an ETA
Medve 22 Sep, 2017 @ 12:55am 
Thank you [Andon]
[Andon]  [author] 21 Sep, 2017 @ 12:35pm 
I haven't tested this for 1.8. I'll be doing that this weekend, and updating as needed.
282xvl 3 Aug, 2017 @ 10:35am 
If you're bothered by the Terror Bombing malus seeming unfair I wrote myself little mod to address that. Mostly for personal use and my first attempt at modding but it does appear to work as intended with 100% compatibility to this mod. Find it at: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1086404354
Slash 11 Jun, 2017 @ 5:37am 
Just a heads up: The fact that citizens die more often (even on light bombing) means that lots of AI-empires will have the "Terror Bombing" modifier (-100) towards you.
[Andon]  [author] 31 May, 2017 @ 2:06pm 
@oni.kore This mod only changes the orbital bombardment script and adds some script elements to a brand new file. While interactions of multiple mods cannot entirely be predicted, I consider it extremely unlikely that Dangerous Bombardment is having any effects on occupying a planet.
nr 31 May, 2017 @ 5:51am 
precision: i really mean when occupying planets, not when bombarding them
nr 31 May, 2017 @ 5:50am 
Hey @[Andon]

I have a bug when occupying enemy planets during a war: sometimes the enemy planet suddenly "dolonizes". I play with a lot of mods on so it's difficult to know what causes the bug... Could that be linked to this mod?

thank you
Rastro 25 May, 2017 @ 6:04am 
okay, thanks
[Andon]  [author] 24 May, 2017 @ 12:22pm 
A civic that requires a combination of Fanatic Xenophobe and Militant to take.
small retarded cat 24 May, 2017 @ 8:44am 
No. It's a civic.
Rastro 24 May, 2017 @ 5:19am 
That's a combo of fanatic xenophobes and militant, right?
[Andon]  [author] 23 May, 2017 @ 8:58pm 
You have to be Fanatic Purifiers.
Rastro 23 May, 2017 @ 7:22pm 
What permits Armageddon bombardment?
Ethos? Or always an option?
small retarded cat 21 May, 2017 @ 4:02pm 
Thank you for the update. Both Full and Armageddon is working as intended now. :)
syn 21 May, 2017 @ 7:54am 
quite op tho
[Andon]  [author] 18 May, 2017 @ 8:23pm 
Uploaded new version. Only a quick and dirty update - I fixed a missing bracket. Didn't test before or after. Let me know if there's still issues and I'll see when I can get time to actually test it. Hopefully this does it.
d.kall 18 May, 2017 @ 6:56pm 
I tried Full and it did not wreck or kill anything.
small retarded cat 15 May, 2017 @ 10:19pm 
@[Andon]: Upon further investigation, it seems that only Armageddon Bombing is bugged. Limited bombing definitely destroyed a few buildings and even killed a few pops. Haven't tried Full yet though.
[Andon]  [author] 14 May, 2017 @ 7:20pm 
I'll look into it when I get the chance, but it probably won't be for a few days.
small retarded cat 13 May, 2017 @ 7:12pm 
Just tried it on another planet... and it still didn't destroy anything. Something seems to be wrong here. I checked for conflicts and none of my other mods have the same file... :/
small retarded cat 13 May, 2017 @ 6:43pm 
Does this not work on Capital Planets? For some reason no pop died and no building got destroyed when I Armageddon Bombarded it for a few months...
[Andon]  [author] 11 May, 2017 @ 7:03pm 
*Whistles innocently*

Fixed. Thanks!
Archemyre 11 May, 2017 @ 12:10pm 
You uh, might wanna update the description then since it still says army killing doesn't work. :p

"Army Killing is temporarily disabled."
[Andon]  [author] 10 May, 2017 @ 2:43pm 
It should, yes
Petrothian 10 May, 2017 @ 2:21pm 
does the army killing part work now?
[Andon]  [author] 10 May, 2017 @ 10:33am 
Updated to Stellaris 1.6
Quack Astra 27 Apr, 2017 @ 6:40am 
You're very welcome. I love how you used the scripted effects to simplify the amount of code. Very elegant.

But I've had a problem with all text bugging in-game bugging out using your mod. I've made a copy of the /localisation/replace/dangerbomb_l_english.txt in /localisation/english/ and now it works. Might have been because another mod modified the same file, I checked but couldn't find one.

If you ever find an event or so that gives armies attachments, let me know, I'd be very interested in making edicts that auto-handle army attachments.

[Andon]  [author] 26 Apr, 2017 @ 2:12pm 
Uploaded Version 1.6 - Added Armageddon stance support, restored army destruction, and added a few other goodies.
[Andon]  [author] 26 Apr, 2017 @ 12:41pm 
That is EXACTLY what I needed. Thanks a lot!
Quack Astra 26 Apr, 2017 @ 12:11pm 
http://www.gamestar.de/spiele/stellaris/news/stellaris_utopia,52692,3312044,2.html

* Renamed random_army_within_country to random_owned_army
* Renamed every_army_within_country to every_owned_army
* Renamed random_army to random_planet_army

hope this helps. I'd love to be able to kill armies with bombardment.
Valdeir 26 Apr, 2017 @ 12:58am 
This mod is exactly what I was hoping for. This is perfect for my Imperium of Man playthrough. Thank you!
[Andon]  [author] 23 Apr, 2017 @ 1:35pm 
Yes, the tool tips are changed. They're not 100% accurate, as I still have to fix army killing.
Stromboli 22 Apr, 2017 @ 11:26pm 
*Do
Stromboli 22 Apr, 2017 @ 11:26pm 
Does this change the tool tips as well? How can I know that this is working?
Nozeminer 18 Apr, 2017 @ 2:49pm 
yay ^__^
[Andon]  [author] 18 Apr, 2017 @ 1:25pm 
I'm definitely going to go about implementing some "fun" things for Armageddon. I also have to implement a check to make sure habitats don't get turned into non-habitats.
Nozeminer 17 Apr, 2017 @ 8:25am 
(total anihilation, high chance of killing pops, armies and demolishing buildings with a high risk of destroying the planet)
Nozeminer 17 Apr, 2017 @ 8:23am 
Could you probably be so kind and also consider altering Armageddon Bombardment to an extent so that it deserves its name? :squirtyay:
[Andon]  [author] 14 Apr, 2017 @ 11:20am 
Updated. I'll be looking into restoring army killing in the next few days.
[Andon]  [author] 14 Apr, 2017 @ 11:15am 
Looks like 1.5 no longer like my method for killing armies. I've disabled that for the time being, and will be updating shortly.
[Andon]  [author] 12 Apr, 2017 @ 5:51pm 
I'll take a look when I get the chance. I don't know what would have changed in 1.5 to make it not work, but I should be able to sort it out.
SPECTRE 12 Apr, 2017 @ 6:45am 
I've been bombing a small planet for years now (Full bombardment) and it doesn't kill anything, only the annoying pop growing. It used to work.
[Andon]  [author] 6 Apr, 2017 @ 10:50am 
Updated to 1.5.* - No actual changes have been made, just the compatibility number.
[Andon]  [author] 26 Mar, 2017 @ 7:00pm 
One of the reasons I added the growing pop thing was it could potentially negate a pop kill - Killing a brand new growing pop is very hard to visually see due to timing of when they show up. AND there may or may not be issues with the last pop being a growing one.