Stellaris

Stellaris

Starbase Extended 3.0
Quick, simple-ish suggestion for inter-mod compatibility.
The Starbase Building, Navy Experts Sector, needs a tweak. As, probably, do the other Buildings that come off of the Fleet Academy/Battle Simulators, if not that vanilla Building as well. Not to mention the Buildings that reduce costs & speed up build rate for specific hull sizes.

The problem with all of these buildings is that they are applicable ONLY TO THE STARBASE THAT HAS THEM. Why is that the problem, tho? Because megastructures with SHIPYARDS exist, which are all but impossible to remove, & totally impossible to easily manage. Specifically, they muck up the ship reinforcement feature, being an unending headache to police.

NESectors/Ship Hull buildings, with their cost decreases, make this especially frustrating as the game tries to force me to pay more for ships that don't have buffs placed upon them.

A solution would be a simple tweak to how those important Buildings work, change the modifier from a station buff to a SYSTEM buff. Thus, their effects apply to any shipyards in the system, & I can actually work with shipyard megastructures instead of dreading them.

Thank you!
Last edited by TrollofReason; 23 Aug, 2024 @ 6:52pm
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Showing 1-15 of 20 comments
Gage  [developer] 29 Aug, 2024 @ 2:12pm 
Sorry I don't get your point at all.
TrollofReason 29 Aug, 2024 @ 5:21pm 
Oh! No problem. Let's see if I can rephrase...

Okay! Gigastructural engineering, right? Or even the Overlord DLC, they can both have megastructures that can have shipyard functionality, right?

This mod has a starbase building called the "Navy Experts Sector" which reduces ship costs by 20%, it's also got the four Automated Assembly Yard buildings that further decrease costs by another 20% depending on what you make. Very powerful, very useful... & completely ignored by the "reinforce all" function in the fleet planner.

If I need a big fleet fast, I obviously also want a big fleet as cheap as I can get it. Thus, if I incur losses later, I'll actually have the resources in my stockpile to replace them. This doesn't happen if I'm paying 20-40% more than I have to for any of my ships, thus I have to manually police my shipyards in order to prevent the AI from wasting my resource. This, as you can imagine, more than a little bit annoying since I can't, like, turn off shipyards in megastructures.

What I'm asking is that the Navy Expert Shipyards, & the Automated Assembly Yards to switch their bonus not to a station-only buff to ship costs, but a buff to ship costs applied to ALL SHIPYARDS IN THAT SYSTEM, & not get punished for daring to posses megastructures (which can't accept Starbase Buildings) that have shipyard functionality.
Last edited by TrollofReason; 29 Aug, 2024 @ 5:22pm
Arc 30 Aug, 2024 @ 2:27am 
Disclaimer: I am very new to modding.
I gave it a go, and I suspect that the way the game is designed, system modifiers actually only apply to certain elements within the system, and excludes starbases.
I tried making it a system modifier and it applied to neither the starbase nor the mega shipyard I used as a test. It does work as an empire modifier, though that obviously has its own problems.

There's definetely ways to implement this, but its probably more complicated then a simple change. Maybe theres some convenient system_stations_modifier that I don't know about, but otherwise, I dont know... it might be possible to apply it to system megastructres somehow?

I will look more into this later as part of learning how to mod.
Gage  [developer] 30 Aug, 2024 @ 6:08am 
@TrollofReason

OK now I get your point but I have to disappoint you.

The "Reinforce All Logic" is not really able to act logically. It simply checks how many ships you want to build and top down selects the shipyards by capacity. Not more. This is a long known issue and has not been fixed for years.

This even happens if you have built the Giga Hyperstructural Assembly Yard which offers 90 shipyard slots. The “logic” is not able to use the full capacity.

You can see that very clearly after you have built a Juggernaut. Instead of using the full capacity of the yard the Juggernaut yard capacities will be used despite the fact that the Hyperyard has free capacities and produces faster at lower costs.

All building-buffs can be applied to the starbase only which has the buildings. The only way to buff all yards is an empire wide buff through a technology or policy. This has been limited by PDX in a certain way since version 3.10.X by disabling the empire wide cost reduction parameters for ships by class.

I can’t do anything about it because this needs to be fixed by PDX.

I have addressed the issue you point to by providing heavily modified starbase yard improvements which are available if you use my Kurogane 2.0 or Vengeance shipsets in connection with my Kurosections- or Vengeance-Sections Expanded mods. This does not solve the basic problem but will ease the pain.

You find the links to the mods on the SBX 3.0 main page.

I hope this answers your questions.
Gage  [developer] 30 Aug, 2024 @ 6:13am 
@Arc

Don't look any further into it as it will be a waste of time. Your observations are correct. There is currently no way to change it because the modding language does not provide any parameters / variables that can be used for the case discussed.
TrollofReason 30 Aug, 2024 @ 11:48am 
Aw, that's a disappointment. I'll just keep dismantling the offending megas, then. Sucks that efficiency demands dead features, but here we are.

Thank you for looking into it, anyway! Cheers.:steamthumbsup:
Gage  [developer] 30 Aug, 2024 @ 12:25pm 
@TrollofReason

You are welcome. Just ask when you have another question.
TrollofReason 31 Aug, 2024 @ 10:05am 
@Gage

... Actually, a thought occurs to me. Since this can't be entirely fixed, why not fix it as much as it can be fixed? The Gigastructural stuff I have ways to work around (namely, dismantling/ignoring things) but why not make the Navy Experts Sector & Automated Assembly Yard buildings available for Orbital Rings as well as starbases?

Would go a long way to fix it. And consider that the Orbital Rings are vanilla in that they are DLC, not mod content content. Plus, they are, like... well, they are like how starbases USED to be, back in the day - with each planet having its own starbase, or rather "space port" structure.

I could have, like, TRUE forge systems churning out hundreds of ships at a time! \o/ Frag balance! I use this wonderful mod! If I have the resources, I should be able to bankrupt myself at the push of a button.
Last edited by TrollofReason; 31 Aug, 2024 @ 11:01am
Gage  [developer] 31 Aug, 2024 @ 12:11pm 
@TrollofReason

To make the buildings available on ORs is a piece of cake but it won't help the basic problem.

I use the following "tactic" as I do play with large fleets too:

Have just 1 shipyard station.

Build the Hyperyard from Gigas as soon as you can.

Dismantle all other shipyards on all other stations after the Hyperyard is built.

Do not upgrade any other stations to shipyards despite the one in the Hyperyard system.

Do not repair any shipyards offered by the game including precursor stuff or disabled gigas that offer ship building capabilities.

I use the buildings from my KSE or VSE mods as well which is depending on the shipset I use for the game.

This eases most of the pain but the "Reinforce All" mess still remains.
TrollofReason 12 Nov, 2024 @ 11:32am 
@Gage

It's just occurred to me on how to mitigate the problem, & I'm sorry that it took so long for me to figure this out.

So, no, this won't fix the issues of megastructures/ships with shipyards, & that sucks, but I don't expect you to work miracles in that regard. But! ORBITAL RINGS?! Yes, I'm confident you can fix those, & easily, to accept the Navy Experts Sector building that provides ship/module/building cost deductions.

Remove the starbase Star Fortress upgrade requirement from the building. That's it, that will solve, like, 90% of the issues I'm having right now with automatic reinforcement. Plus, it will re-open shipyard functionality to my hindbrain in regards to Orbital Rings, since ships built there will cost the same as ones built on a starbase.

True, it will affect the balance of the building, & that's something to keep in mind, but it will increase inter-mod compatibility in a mod that, in of itself, doesn't really seem to respect "balance" to begin with. Which I totally respect & love, already.
Gage  [developer] 16 Nov, 2024 @ 11:30am 
@TrollofReason

First of all sorry for the late reply.

You are correct it is a piece of cake to remove the requirement for the building. My question to you is which starbase level should allow the building?

Making it available without any requirement is not the real deal in my opinion.
TrollofReason 19 Nov, 2024 @ 10:58am 
Well, removing the level requirement entirely would be the easiest fix, that's the thing. It would create DLC inter-operability (Orbital Ring stations are Overlord, not a mod, after all) & ensure universal mod inter-operability going forward. Making the building available even to mods that create alternate starbase types, without the need for a mod patch.

But, if that isn't a thing you're at all willing to do, then instead of removing the limitation, turn the limitation from a "if, then" statement into a "if/or, then" statement, & expand the requirements to include all levels from Orbital Rings. Get some DLC-friendliness going. Because those are expensive, already, & right now all I can get out of them is economic & very anemic defensive bonuses. Which aren't that useful compared to a naval output bonus, & cleaning up my auto-reinforcement functionality.

Same with the various flavor of Automated Assembly Yard, too. They're a big, expensive opportunity cost on limited building slot, but worth it for a dedicated forge system.
Gage  [developer] 19 Nov, 2024 @ 3:15pm 
Honestly I'm reluctant to remove the limitation completely because I don't have the time to start a test playthrough.

If I got you right you know how to edit the script and remove the requirement. Comment the lines out and test it. This is the easiest and convenient way for you right now I assume.

BTW. You are the only one who came up with this topic.
TrollofReason 19 Nov, 2024 @ 4:21pm 
I'm the only one who cares! lolololo
Gage  [developer] 19 Nov, 2024 @ 4:29pm 
Seems so. You are the only one who ever pointed me to it. Not kidding.
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