Stellaris

Stellaris

ExOverhaul: Spaceport Automation
43 kommentarer
Musashi 12. jan. 2019 kl. 5:28 
just noticed. we need something similar for 2.2.2
Chastity the Celibate 12. jan. 2019 kl. 5:18 
This is for 1.9
Musashi 12. jan. 2019 kl. 3:19 
is it compatible with starbase extended 2.2?
Chastity the Celibate 10. feb. 2018 kl. 3:20 
Thank you for clearing that up.
ExNihil  [ophavsmand] 9. feb. 2018 kl. 23:12 
It won't use their modules
Chastity the Celibate 9. feb. 2018 kl. 18:04 
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  [ophavsmand] 7. feb. 2018 kl. 14:28 
np. a more stable version of spaceport automation is part of the combat mod.
KorruptkSwades 7. feb. 2018 kl. 14:25 
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  [ophavsmand] 4. feb. 2018 kl. 11:34 
only defensve fortress gets actual shields
Chastity the Celibate 4. feb. 2018 kl. 11:09 
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 kl. 10:56 
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  [ophavsmand] 31. jan. 2018 kl. 5:39 
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  [ophavsmand] 31. jan. 2018 kl. 5:39 
No. This is a lot of work, and this mod is geared towards the vanilla balance.
henk 31. jan. 2018 kl. 5:38 
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  [ophavsmand] 29. jan. 2018 kl. 14:39 
np
Chastity the Celibate 29. jan. 2018 kl. 14:12 
I told you, I cannot, I am sorry.
ExNihil  [ophavsmand] 29. jan. 2018 kl. 13:54 
Thanks. Join our discord?
Chastity the Celibate 29. jan. 2018 kl. 12:44 
I found out that ESC contains one module, just to let you know, for compatibility reasons
Skyspace 24. jan. 2018 kl. 3:08 
Ops i did not read it! Thank you!
Chastity the Celibate 23. jan. 2018 kl. 16:11 
It’s not compatible with combat overhaul, it is included in it
Skyspace 23. jan. 2018 kl. 15:58 
Hi! In my game i'm using this mod and combat overhaul mod. Enemys' spaceports has no attack point. Is it a bug?
ExNihil  [ophavsmand] 23. jan. 2018 kl. 0:16 
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  [ophavsmand] 21. jan. 2018 kl. 23:58 
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  [ophavsmand] 21. jan. 2018 kl. 13:32 
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 kl. 13:30 
I will, once I get a chance
ExNihil  [ophavsmand] 21. jan. 2018 kl. 13:23 
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 kl. 13:04 
If this needs a Downscaled Ships patch I can make one
ExNihil  [ophavsmand] 21. jan. 2018 kl. 13:00 
I'll upload shortly - I reworked the mod a bit, it should be 100% compatible with all ship/component mods out there.
ExNihil  [ophavsmand] 21. jan. 2018 kl. 12:43 
I can probably bypass this tbh, lemme check 1 sec.
ExNihil  [ophavsmand] 21. jan. 2018 kl. 12:43 
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 kl. 12:39 
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  [ophavsmand] 21. jan. 2018 kl. 7:45 
in the next few days. You can join our discord (Caligula has a channel there as well).
NeinDao 21. jan. 2018 kl. 7:40 
any info on the CCs spaceports compatability patch will be up? ^^
ExNihil  [ophavsmand] 21. jan. 2018 kl. 7:25 
mod updated, seriously nerfed spaceport HP and shield strength to be more in par with vanilla.
ExNihil  [ophavsmand] 21. jan. 2018 kl. 6:04 
issue resolved.
ExNihil  [ophavsmand] 21. jan. 2018 kl. 5:16 
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 kl. 5:15 
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  [ophavsmand] 21. jan. 2018 kl. 2:19 
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  [ophavsmand] 20. jan. 2018 kl. 23:28 
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 kl. 21:13 
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  [ophavsmand] 20. jan. 2018 kl. 4:17 
Spoke with CC, we'll make a comp. patch together
ExNihil  [ophavsmand] 20. jan. 2018 kl. 0:01 
Automation wont work for modules from other mods.
Chastity the Celibate 19. jan. 2018 kl. 16:39 
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)?