Stellaris

Stellaris

At War: Starbase Improvements (2.6 Compat Update)
Kiithnaras  [developer] 19 Mar, 2020 @ 4:35pm
Known Issues
At time of writing, Lithoid HPDs use the Mammalian model. If this is something I can correct, I'll look into it.

More importantly, using the Large Weapon upgrade for citadels has a markedly detrimental effect, reverting most components and weapons to Tech 1 or 2 and not actually upgrading the weapons to Large. For the time being, avoid upgrading Citadels a second time to avoid this lower-power state until I can resolve the logic involved.

Speaking of power, fully-equipping a Fortress or Citadel with Heavy Hangars, Gun Batteries, or Missile Batteries will often over-tax the station's reactor, resulting in lower or insufficient equipment. I'll likely look into making a stealth improvement in the form of an oversized station reactor, likely locked behind the large-weapon or heavy battery technology.
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Showing 1-10 of 10 comments
Tazxman 22 Mar, 2020 @ 11:05am 
Good luck with that :) I hope you get it fixed. Today an enemy fleet of 35k wreck my station of 46k i got a bit surprised xD
Kiithnaras  [developer] 22 Mar, 2020 @ 11:56am 
Not necessarily a fault of this - numbers don't always guarantee victory. Military Power is not necessarily an exact assessment of whether a combat will slide one way or the other.
Tazxman 22 Mar, 2020 @ 2:19pm 
Yeah i know but if i got a more powerful station it would have never happened :D (though it taught me to not get too relaxed)
Vinyl 24 Mar, 2020 @ 8:36am 
Just to make sure you realise how bad the power issue is, I have only medium guns on my station (I don't have the large tech) and half of the guns are of a lower tier than what I can use (T3 rather than T5) and there are about 20 medium gun slots that are just left empty. (6 heavy gun battery layout)

It's not just the large guns that are affected it's the whole lot, so don't add that tech too late or it won't help :P
Last edited by Vinyl; 24 Mar, 2020 @ 8:37am
Kiithnaras  [developer] 24 Mar, 2020 @ 1:26pm 
Oh, I know how bad the power issue is. I kitted out a Star Fortress with 6 Heavy Hangars, and less than half of them got populated with fighters. I then upgraded it to a Citadel, and not only did it not receive large guns, but they all reverted to T1 and T2 weapons and defences and all of the hangars emptied out - because the starbase reactor turned into a T1 reactor.

Right now my plan is to remove the Large Gun Citadel tech since it just seems to break things unnecessarily, and to add additional power somehow to the heavy batteries - currently through the use of high-weighted class-locked Reactor Boosters that only starbases can use. I just need to check it on a fresh save because of how Paradox does starbase templates.
Last edited by Kiithnaras; 24 Mar, 2020 @ 1:26pm
Tazxman 24 Mar, 2020 @ 2:35pm 
Good luck with that :)
Kiithnaras  [developer] 26 Mar, 2020 @ 1:07am 
Finally solved this using new reactors with a high AI weight. Unfortunately, this does require a new save to reliably take advantage of thanks to the limitations and oddities involved in Paradox's template generation and application for starbases.
Vinyl 26 Mar, 2020 @ 5:20am 
Amazing man gj. But I have to ask, are you sure it's fixed? I would hate to have to start a new game only for it not to work and have to start a new one again after it's really fixed.

Also is there a command I could run on a preexisting save to force update the starbase templates? Even if it kills all of my templates. (not a modder so I'll defer to you on both of these) :)
Kiithnaras  [developer] 26 Mar, 2020 @ 12:40pm 
I am reasonably assured it's fixed. Even at T1, the fission reactors were using the improved values (1500 vs 1100). I had some screwy logic that I corrected regarding upgrades - even though I had dark matter reactors, I had duped Antimatter twice and neglected to address the upgrade path. As a result, my starbases got stuck at T4 antimatter instead of going all the way up. That logic should be corrected now, with Dark Matter starbases having a whopping 48,000 power available - far more than should be necessary for even heavily-modded games. These reactors also can't be used in Juggernauts, so it doesn't imbalance the offensive play.
refpuz 4 Apr, 2020 @ 5:52pm 
Hey man, thanks for supporting this mod and its collection beyond the original author. I have couple questions/issues though. I have never been able to use modded ship reactors when designing a heavy defense platform. I am using Ancient Cache of Technologies and the highest reactor I can use is the vanilla dark matter reactor. But what is weird is that I can use any of the OTHER modded ship components, just not the reactors. At the same time, Starbases will not use reactors added by the mod, but will use higher tier weapons and shields. I suspect the two issues are one in the same as maybe your mod doesn't "see" them as legal, but it will use the other ship components. Your other mod, Planetary Defense Force, has the same issue, where I cannot use any reactors other than vanilla ones when designing Patrol craft, but I can use other modded components (I was going to post this for each mod separately, but I did not want to spam you). This leads to issues where the Starbase eventually neuters itself because since it keeps loading up on high powered weapons as they are researched but cannot upgrade its reactor. Eventually it has not enough power and becomes effectively useless as it becomes way outgunned by fleets which can meet the power demand for the higher tier weapons. Maybe all these issues have to due with mod load order? Not sure, I have tried many different load orders.

I also have a graphics issue using custom ship sets, where the vanilla defense platform inherits from the modded ship set library but the heavy defense platform does not. I believe there used to be a compatibility graphics patch for this ages ago but it probably does not work anymore. If the Planetary Defense force mod inherits ship models correctly, I am not sure why heavy defense platforms do not.

Between these two issues, the first one is more important as the second does not affect game play, just a visual bug.

Any insight would be appreciated and thank you for all your dedication to this mod collection!
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