Stellaris

Stellaris

73 betyg
(-NSC2 Addon: Civilian Ships Weaponized 2-)
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
Filstorlek
Lades upp
Uppdaterades
692.730 KB
23 mar, 2020 @ 13:49
25 maj @ 19:28
17 ändringsnotiser ( visa )

Abonnera för att ladda ner
(-NSC2 Addon: Civilian Ships Weaponized 2-)

I 2 samlingar av AncientGatekeeper
🌌 Stellaris: Reforged Collection: 4.0* Active Mods
58 artiklar
Stellaris Mods by Ancient Gatekeeper
10 artiklar
Beskrivning



A small lightweight mod to allow editing of civilian ships and stations. Includes Improved Transport Ship Behaviors and Transport Upgrades!


  • New ships for colonziers, construction, science vessels
  • More custom components
  • Maybe some new civilian stations that increase output


    • Savegame Compatible
    • Not Ironman Compatible
    • I made changes to multiple vanilla game files so it may be incompatible with other mods that alter ships or ship components. Let me know! I will make compat's if needed. Be aware that the AI will use this also in your game.





    [www.patreon.com]

    [www.paypal.me]


    Thanks to wooley2000 for creating the original mod
Populära diskussioner Visa alla (5)
1
20 maj @ 18:38
KLISTRAD: Mod Status Update – Please Read
AncientGatekeeper
29
2 mar, 2024 @ 18:41
Bug Reports
AncientGatekeeper
3
4 apr, 2020 @ 17:59
On "Components now add to cost"
Luna
186 kommentarer
AncientGatekeeper  [skapare] 8 timmar sedan 
I’d be happy to create a compatibility patch, but since I don’t personally use Extended Starbases, it’s not a priority for me at the moment. That said, I’m definitely open to learning — I’m just not very familiar yet with how to make a proper compatibility patch.

If you’re knowledgeable about this and would like to see it happen, feel free to reach out! I’d be glad to team up and collaborate to get it working.
AncientGatekeeper  [skapare] 8 timmar sedan 
I'm aware of the incompatibility with Extended Starbases. NSC caps starbase buildings and modules at 20, which my mod respects — I don’t increase those limits. I only modify the number of defensive platforms.

However, I do know that Extended Starbases raises the cap beyond 20. That’s why it may seem like my mod "removes" those extra slots — but it doesn't actually remove anything. It’s just that the two mods conflict without a compatibility patch. I also double-checked my zz_starbases.txt and zz_csw_nsc_starbases.txt files to confirm this behavior.
Nightbane ︻芫 —— 8 timmar sedan 
Not sure if you know or not, but this mod removes the extra starbase slots that both NSC and Extended Starbases 3.0 add to starbases
AncientGatekeeper  [skapare] 29 maj @ 14:25 
Not a problem! I hope you enjoy this mod! There are exciting updates on the horizon.
Nightbane ︻芫 —— 29 maj @ 13:51 
Perfect thank you!
AncientGatekeeper  [skapare] 28 maj @ 9:33 
The How to Read is a playful way to make people actually read. It isn't required at all. For example from the How to Read mod page, "You now hold the power of reading the mod description, which makes you think twice before comment - way better than most steam users whose comments are 'update?', 'wryyyyy mod not workeeee', 'kthxbye', and so on."
AncientGatekeeper  [skapare] 28 maj @ 9:31 
No. There's a REQUIRED ITEMS Discussion Post that explains everything.
Nightbane ︻芫 —— 28 maj @ 6:36 
Do you HAVE to download the Expanded Gestalts Mod for this to work? I don't really want to download that mod, but I really want this one.
AncientGatekeeper  [skapare] 27 maj @ 10:11 
I suppose I could start looking into how other mods handle compatibility patches and figure out how to make one efficiently. It’s just not the most fun thing to do—especially when you’re not 100% sure what you’re doing and there are tons of mods out there that may or may not be touching starbases. It’s like trying to untangle a web without knowing how many threads are actually connected.
Blakenstein 27 maj @ 5:52 
No need for apologies, you're doing great work keeping the mod going, which we all greatly appreciate.
I'd already tried playing with the load order, oddly no change... so I just ended up editing this mod to match the other and it works fine since.