Stellaris

Stellaris

Expanded Starbases
Raiman 23 Feb, 2020 @ 4:37pm
Disappearing Weapons bug fix
starbase_citadel = {
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 20000
starbase_module_capacity_add = 9
starbase_building_capacity_add = 6
starbase_defense_platform_capacity_add = 18
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 32
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 80000
base_buildtime = 1440
resources = {
category = starbase_stations
cost = {
alloys = 3500
}

upkeep = {
energy = 5
}
}

combat_size_multiplier = 50
size_multiplier = 4
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
"3" = { locator = "part4" }
"4" = { locator = "part5" }
"5" = { locator = "part6" }
"6" = { locator = "part7" }
"7" = { locator = "part2" } # <-- fix slot 7-9, "part7" is max. Now slot 7 replaces slot 1 graphically, if I understood the system correctly.
"8" = { locator = "part3" }
"9" = { locator = "part4" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes

enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_5" }
class = shipclass_starbase

required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"

build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 5

}

starbase_bastion = {
#entity = "starbase_citadel_entity"
max_speed = 0.0
acceleration = 0.0
rotation_speed = 0.0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 40000
starbase_module_capacity_add = 12
starbase_building_capacity_add = 8
starbase_defense_platform_capacity_add = 24
#trade system
starbase_trade_collection_range_add = 1
starbase_trade_protection_range_add = 1
starbase_trade_protection_add = 40
}
ship_modifier = {
ship_fire_rate_mult = 0.50
ship_weapon_range_mult = 0.20
}
max_hitpoints = 160000
base_buildtime = 1800
resources = {
category = starbase_stations
cost = {
alloys = 7000
}

upkeep = {
energy = 5
}
}

combat_size_multiplier = 50
size_multiplier = 4
fleet_slot_size = 2
section_slots = {
"core" = { locator = "part1" }
"1" = { locator = "part2" }
"2" = { locator = "part3" }
"3" = { locator = "part4" }
"4" = { locator = "part5" }
"5" = { locator = "part6" }
"6" = { locator = "part7" }
"7" = { locator = "part2" } # <-- Same here for 7-12
"8" = { locator = "part3" }
"9" = { locator = "part4" }
"10" = { locator = "part5" }
"11" = { locator = "part6" }
"12" = { locator = "part7" }
}
is_designable = no
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes

enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = { "tech_starbase_6" }
class = shipclass_starbase

required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_inhibitor"

build_block_radius = @build_block_radius_starbase
formation_priority = @starbase_formation_priority
icon_frame = 5

}
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Showing 1-1 of 1 comments
Tovius  [developer] 23 Feb, 2020 @ 10:31pm 
Thank you, I'll add this to the next update.
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