Stellaris

Stellaris

CC's Spaceports and Forts
161 Comments
WRP420 13 Nov, 2020 @ 7:53pm 
lol
Caligula Caesar  [author] 19 Jun, 2018 @ 7:38pm 
Spaceports no longer exist. So no.
Sneaky 19 Jun, 2018 @ 5:01pm 
update?
Caligula Caesar  [author] 16 Apr, 2018 @ 11:02pm 
Lol
jacob 16 Apr, 2018 @ 2:54pm 
when can we expect an update from your mods?
Caligula Caesar  [author] 15 Feb, 2018 @ 11:30am 
Read the description
Alone4u 15 Feb, 2018 @ 9:59am 
The modules come from ISBS Doomsday Weapons & Ships
Alone4u 15 Feb, 2018 @ 9:58am 
When I build Sentinel defense module on spaceport, the spaceport dissapeared and only showed the moduel.
Falkenstein 19 Jan, 2018 @ 4:36am 
though it does work for outposts
Falkenstein 19 Jan, 2018 @ 4:36am 
Funny thing about the mod, your spaceports design doesn't seem to matter, as i found myself having a tech 5 spaceport while my own tech level is still 1.5, or at least so it seemed when i clicked on an attackfleet and then to view my spaceports modules wihtin the battle screen
Thadom570 11 Jan, 2018 @ 8:03am 
just get rid of it. i dont have any other mods and its annoying and breaks the game take it off
Caligula Caesar  [author] 11 Jan, 2018 @ 7:58am 
It's a clash with another mod that adds spaceport modules. I am disinclined to work on this mod at all, because spaceports are going to become defunct fairly soon. And it is fairly buggy, with obnoxious, inflexible code that one can only do so much with.
Thadom570 11 Jan, 2018 @ 7:28am 
get rid of that stupid option where u can add your own stuff in the shipbuilder to your spaceport. that feature is bugged with ai and user. It keeps making templates.
Thadom570 11 Jan, 2018 @ 7:27am 
instead of adding new stuff your mod is buggy and fix it... it keeps adding templates in the shib builder for stations... so then the ai picks one that has no utilities on it and then their is tons of ai spaceports with 0 dmg
vormex 10 Jan, 2018 @ 4:18pm 
I can confirm that NSC does unfortunately clash with this mod. The only problem I noticed though is that you are unable to change the layout of the spaceport in any way. They are still stronger by far but you can't change what weapons are on it.
FiddleSticks96 6 Jan, 2018 @ 7:07pm 
@xnadu27 I haven't had any incompatibility issues with this mod and NSC. I only ever have problems when using mods that add more weapons and other components to the game or mods that make changes to spaceports. In the case of more weapons/components, the one work around I've found it to never put anything but vanilla weapons/components on the spaceport design.
Chastity the Celibate 6 Jan, 2018 @ 6:18pm 
Is this compatible with the new forts from NSC
Saber 25 Dec, 2017 @ 8:39am 
I went looking and didn't find any lines about "locators", sad day.
Caligula Caesar  [author] 24 Dec, 2017 @ 10:22pm 
Ah, interesting. Should still work.
Saber 24 Dec, 2017 @ 9:33pm 
Ok, just wanted to make sure, because it doesn't cause my stations to lose stats, it causes the game to crash. I'll try it and let you know.
Caligula Caesar  [author] 24 Dec, 2017 @ 9:31pm 
Well, yes, obviously that's exactly what it's for...
Saber 24 Dec, 2017 @ 7:09pm 
Love the mod, but I can't get it to work with Realistic Ships, because it adds spaceport modules and upgrades them to accommodate for the new ships. I was curious if the line about deleting the "locators" would fix it or not?
Caligula Caesar  [author] 23 Dec, 2017 @ 3:23am 
I think that the Stellaris devs changed that... I don't see much need to change it back though.
SamulCase 22 Dec, 2017 @ 9:41pm 
Any chance of us getting the ability to build defence stations in hostile territory again?
Caligula Caesar  [author] 22 Dec, 2017 @ 5:40am 
The problem is that you can't really scale the costs very well. And the ai struggles with forts anyway. Luckily 2.0 will fix all that (and make this mod no longer needed...)
terence.stephens 22 Dec, 2017 @ 4:33am 
Just a bit of feedback. Love the strength of the defensive structures now - they just feel a little cheap! For 1500 minerals I can have either at 120K strength fortress or a single battleship with about 800 strength.
Caligula Caesar  [author] 12 Dec, 2017 @ 1:59am 
I'm not really sure about whether you can actually have your own spaceport design. I would imagine that it defaults to the only one you have, if you have multiple there is no way of getting it to choose. Problematically, it often doesn't update spaceport designs ingame instantly, but might wait a while (for some reason, this only affects the player, not the AI), so that might be why you didn't see a change).

I'll see whether I can add humanoid stuff.
WitchAlice 11 Dec, 2017 @ 9:01pm 
Looking for some clarification regarding how the custom spaceports work. I see I can design my own, but I'm not sure if my current or future spaceports are actually using my design. It definitely doesn't help that the stats listed in the ship designer aren't right because of all the modifiers to spaceports (namely the ones in "000_cc_static_modifiers.txt", which among other things add Armor per spaceport level).

Additionally, it seems the new Humanoid spaceport uses Mammalian modules, I assume this is just fallback because you don't have support for the Humanoids DLC?
Caligula Caesar  [author] 10 Dec, 2017 @ 11:19am 
Ah yes. I didn't change that because it would just add to incompatibility issues. Erm, not sure how to fix it though :P
Durandal 10 Dec, 2017 @ 10:19am 
https://i.imgur.com/cpF4u57.jpg

Here you go, you can see that some of the module slots are pushed behind the UI and you can't actually do anything with them
Durandal 10 Dec, 2017 @ 12:35am 
I'll show you a screenshot later
Caligula Caesar  [author] 10 Dec, 2017 @ 12:26am 
I don't understand your question.
Durandal 9 Dec, 2017 @ 9:50pm 
So question

when modding the spaceport, all the modules dont really quite fit so you can't mod all of them

Any mods you'd recommend to fix this?
Caligula Caesar  [author] 2 Dec, 2017 @ 9:58pm 
Maybe try deleting the auto one. Though I reckon it would just reappear.
Haram Bae 2 Dec, 2017 @ 5:49pm 
I'll experiment a little, then.
Thanks for the quick reply though.
Caligula Caesar  [author] 2 Dec, 2017 @ 3:45pm 
Basically, no. Sorry!
Haram Bae 2 Dec, 2017 @ 3:15pm 
Is there any way to force a planet to build a certain design of spaceport, rather than the default?
I ask because i found a really weird incompatibility with Immersive Space Battles, it apparently adds really powerful "sentinel" modules to spaceports that the "auto-generated" design favors over yours because of how many weapon slots they have, but they have no utility slots, so the "auto-generated" design is at like half strength, due to having few slots for armor or power.

I fixed this by making a manual design that uses your spaceport sections, but i don't know how to force my planets to build that one.
Caligula Caesar  [author] 26 Nov, 2017 @ 3:10pm 
AMP gives you 5 extra slots for your spaceports, but is compatible with nearly everything. You will need another mod to get more spaceport modules, but you can always use my spaceport modules one for that. This one does a lot more things than AMP, but is less compatible with other mods.
Malhavoc 26 Nov, 2017 @ 2:51pm 
So I am trying to decide between this mod and AlphaModPlus (1.8.3). Anyone know the details between these two? I'm going to assume they conflict, but with Alpha only tweaking spaceports and this tweaking ports and forts, I am more inclined to lean this direction.
Caligula Caesar  [author] 12 Nov, 2017 @ 2:50pm 
I've added instructions for making other mods compatible with this in the description :)
Caligula Caesar  [author] 4 Nov, 2017 @ 10:06am 
Nothing I can do about that, I'm afraid
Thadom570 4 Nov, 2017 @ 9:36am 
their are 200 copies of the space port for planets.....your mod adds the ability to modify a spaceports weapons. should take it out. Number 1 reason why is you cannot upgrade a spaceport, you have to destroy it and then create a new one if you change a spaceport design.
Caligula Caesar  [author] 3 Nov, 2017 @ 3:18pm 
Not sure I understand what you're saying.
Thadom570 3 Nov, 2017 @ 2:36pm 
Not implying your ideas are bad or good just mentioning that i mainly got it for the sole purpose of purposefull stations
Thadom570 3 Nov, 2017 @ 2:35pm 
I think you should make addons for this mod and just have a base mod that what most people want more powerfull stations with not alot of reliance other things. Makes a highly compatible mod then if done so
Thadom570 3 Nov, 2017 @ 2:34pm 
@MThead: That's a bug that comes in with spacepirt modules from other mods, for some reason. I would try for a workaround, but 1.9 will get rid of spaceports, so I won't bother.

i can do that mine i guess too, i forget how to do it now lol but itis doing the same thing and messing AI up with spaceports big time. 0 strength
Caligula Caesar  [author] 3 Nov, 2017 @ 3:54am 
Apparently you have to rebuild the spaceport too.

I know, I am guessing it to be at least 4 months away, if not longer, but last time I tried to solve it I just made the entire game crash, and to be honest I am working on much more interesting and less fiddly things right now :P
MThead 3 Nov, 2017 @ 3:44am 
If i can track down the offending module and remove it, will my military power come back or is it stuck?
Btw, wiz has confirmed 2.0 is at months away at least
Caligula Caesar  [author] 3 Nov, 2017 @ 1:45am 
@MThead: That's a bug that comes in with spacepirt modules from other mods, for some reason. I would try for a workaround, but 1.9 will get rid of spaceports, so I won't bother.

@Baron von Felty: Yeah the spaceports are strong, but they are overvalued as they are just one ship. The same would be true for battleships vs corvettes.