Stellaris

Stellaris

ExOverhaul: Spaceport Automation
43 Comments
Musashi 12 Jan, 2019 @ 5:28am 
just noticed. we need something similar for 2.2.2
Chastity the Celibate 12 Jan, 2019 @ 5:18am 
This is for 1.9
Musashi 12 Jan, 2019 @ 3:19am 
is it compatible with starbase extended 2.2?
Chastity the Celibate 10 Feb, 2018 @ 3:20am 
Thank you for clearing that up.
ExNihil  [author] 9 Feb, 2018 @ 11:12pm 
It won't use their modules
Chastity the Celibate 9 Feb, 2018 @ 6:04pm 
Just want to make sure, but mods that add new modules, are they totally incompatible, or will it just not use the spaceport automation feature
ExNihil  [author] 7 Feb, 2018 @ 2:28pm 
np. a more stable version of spaceport automation is part of the combat mod.
KorruptkSwades 7 Feb, 2018 @ 2:25pm 
Hola ExNihil; unfortunately I had to drop the mod because i've discovered that my montly crashes IG where at the same time as the script for the mod running. I had set the automation to check on my sectors only. but i am playing tall and have no planets only habitats in my sectors. hope that helps ya :)
ExNihil  [author] 4 Feb, 2018 @ 11:34am 
only defensve fortress gets actual shields
Chastity the Celibate 4 Feb, 2018 @ 11:09am 
ESC and NSC both add modules, which aren’t compatible with this mod (yet). Don’t know how that would affect shields though.
Mordachai 4 Feb, 2018 @ 10:56am 
I'm playing with this, ESC, and NSC lite; and I'm running into spaceports (all types) having insanely little by way of shields. I expanded this and NSC lite to try to see if I could find why spaceports have no shields - and I was unable to find any entries - in vanilla, NSC lite, nor !EO:SA that gave any amount of shields to spaceports, or starbases, etc.

Any ideas as to how this is intended to work in vanilla (where do spaceports get their shields) and ergo where I can look for why it is not working with this combo of mods?
ExNihil  [author] 31 Jan, 2018 @ 5:39am 
You can propose that that mod's authors to integrate my engine - I will grant him permission (but I won't do it for him, again - huge work).
ExNihil  [author] 31 Jan, 2018 @ 5:39am 
No. This is a lot of work, and this mod is geared towards the vanilla balance.
henk 31 Jan, 2018 @ 5:38am 
Could you make a 20 level version?

https://sp.zhabite.com/workshop/filedetails/?id=1170198960

Or intergrate/make it comp with this?

(Sorry for bothering you so much, I just found about your mods :))
ExNihil  [author] 29 Jan, 2018 @ 2:39pm 
np
Chastity the Celibate 29 Jan, 2018 @ 2:12pm 
I told you, I cannot, I am sorry.
ExNihil  [author] 29 Jan, 2018 @ 1:54pm 
Thanks. Join our discord?
Chastity the Celibate 29 Jan, 2018 @ 12:44pm 
I found out that ESC contains one module, just to let you know, for compatibility reasons
Skyspace 24 Jan, 2018 @ 3:08am 
Ops i did not read it! Thank you!
Chastity the Celibate 23 Jan, 2018 @ 4:11pm 
It’s not compatible with combat overhaul, it is included in it
Skyspace 23 Jan, 2018 @ 3:58pm 
Hi! In my game i'm using this mod and combat overhaul mod. Enemys' spaceports has no attack point. Is it a bug?
ExNihil  [author] 23 Jan, 2018 @ 12:16am 
Mod updated, major update - fixed several bugs, updated the pricing of modules, and added a new policy allowing players to control module scraping (you can read about it in the wiki)
ExNihil  [author] 21 Jan, 2018 @ 11:58pm 
mod updated, reduced the overall number of spaceport weapons - making them better balanced. Please let me know if they are still too strong. I also fixed an issue with spaceport shields.
ExNihil  [author] 21 Jan, 2018 @ 1:32pm 
mod updated, it no longer changes the ship_sizes file and is therefore 100% compatibile with such mods as NSC/RS/ISB etc....
Chastity the Celibate 21 Jan, 2018 @ 1:30pm 
I will, once I get a chance
ExNihil  [author] 21 Jan, 2018 @ 1:23pm 
hmmm. perhaps it does, since I do add some assets. Check and see - and I'd appreciate any help :)
Chastity the Celibate 21 Jan, 2018 @ 1:04pm 
If this needs a Downscaled Ships patch I can make one
ExNihil  [author] 21 Jan, 2018 @ 1:00pm 
I'll upload shortly - I reworked the mod a bit, it should be 100% compatible with all ship/component mods out there.
ExNihil  [author] 21 Jan, 2018 @ 12:43pm 
I can probably bypass this tbh, lemme check 1 sec.
ExNihil  [author] 21 Jan, 2018 @ 12:43pm 
its compatible with any mod that doesn't change vanilla spaceports or the ship_sizes file. So it is not compatible with NSC/RS/ISB - although the incompatibility will simply mean that defensive spaceports will not get shield regeneration (if overwritten by NSC/RS/ISB respectively). TFW/BOSP/ESC and so forth are compatibile with this mod.
Chastity the Celibate 21 Jan, 2018 @ 12:39pm 
Is this compatible with ship mods like NSC, RS, and ISB, and is this compatible with ship component mods (like TFWs BOSP)? Sorry to bug you on Steam, but I can’t use discord.
ExNihil  [author] 21 Jan, 2018 @ 7:45am 
in the next few days. You can join our discord (Caligula has a channel there as well).
NeinDao 21 Jan, 2018 @ 7:40am 
any info on the CCs spaceports compatability patch will be up? ^^
ExNihil  [author] 21 Jan, 2018 @ 7:25am 
mod updated, seriously nerfed spaceport HP and shield strength to be more in par with vanilla.
ExNihil  [author] 21 Jan, 2018 @ 6:04am 
issue resolved.
ExNihil  [author] 21 Jan, 2018 @ 5:16am 
use the discord link above and i can debug this using ur savegame. u r the only 1 to report this issue, including our beta testing team.
eXi 21 Jan, 2018 @ 5:15am 
Are you serious? This savegame is in the year 2230. The enemy has a fleet power of 1,4k. This is the early game. IT IS A BUG. The other economic starports have a fleetpower of 3,2k. Even this is high compared to the fleetpower. All your Mods are looking very cool. I just wanted to post a bug. If you need further infos tell me what you need to fix it... :steamhappy:
ExNihil  [author] 21 Jan, 2018 @ 2:19am 
Mod updated with readjust armor values - level 9 spaceport will have 75% armor (I decided to go with this value considering the large amount of AP weapons in vanilla), and +50% fire rate/weapons damage (down from +90%).
ExNihil  [author] 20 Jan, 2018 @ 11:28pm 
This isn't a bug, its a defensive spaceport which has bonuses. For a spaceport to reach 32K strength you need to have late game techs. So I assume its at least 60-70 years into the game on your end. This begs the question why you have only 1.2K fleet at this point.
eXi 20 Jan, 2018 @ 9:13pm 
At the first point this Mod looks really cool. Startet a game with it. My Fleet has 26 corvettes and 1,2K fleetpower. The enemy has a "overwhelming" fleet power at this stage. Made a test to look whats going on: Their starports have 32k (!) Fleetpower. I think this is still bugged and literally unplayable at this point.
ExNihil  [author] 20 Jan, 2018 @ 4:17am 
Spoke with CC, we'll make a comp. patch together
ExNihil  [author] 20 Jan, 2018 @ 12:01am 
Automation wont work for modules from other mods.
Chastity the Celibate 19 Jan, 2018 @ 4:39pm 
Assuming this is not compatible with CC's spaceports and forts, so is this compatible with more interesting spaceport modules (or any mod that adds new modules)?