Stellaris

Stellaris

At War: Starbase Improvements (3.9.*)
107 Comments
I Darkstar X 14 May @ 6:03am 
<Obligatory 4.* check>
Holarula 13 May @ 1:03am 
I'm not sure if it's fully functional, but it works.
tony_sm 19 Jan @ 10:28am 
This works perfectly!!! And is still compatible with NSC3
zytimer 23 Nov, 2024 @ 12:38am 
You sure about that crash?

I am running it with no problem at all

Even with a heavy mod load, this runs normally
Bluetail 20 Nov, 2024 @ 11:08pm 
Doe not work, causes a crash upon game start.
Starr 5 Jul, 2024 @ 10:24pm 
does this mod still work??
overrclocked 12 May, 2024 @ 3:16pm 
Update coming? Love your work btw.
KampfTomate007 29 Feb, 2024 @ 7:12am 
With that said, thank you for sharing this mod with us, i really appreciate it!
KampfTomate007 29 Feb, 2024 @ 7:10am 
I can see why you'd buff them because star bases in general struggle to keep up with lategame fleets, but i think increasing the cost/upkeep somewhat relative to their performance would be nice so that you can't just maintain 22 fully upgraded citadels with like T+X+3xH and maybe a Gun module for the point defense with less than 200 energy which can easily be covered by taxing a vassal while making your bases basically invincible or at the very least once you add defense platforms.

Last thing i can think of is that the heavy hangar bay module uses the icon of the trade hub instead of the strike craft module, which isn't too big of a deal but it can be confusing when trying to find it.
KampfTomate007 29 Feb, 2024 @ 7:10am 
After playing for a while with this mod i gotta say i really like it.
I really didn't understand why we could build ion cannons around our bases but not as part of the actual base, and the fact that you can only build 1 T weapon module per base prevents it from being too op.

What i love is that the heavy modules give +2 trade protection range, which means you could theoretically fully cover a sector with a starbase in it's capital with 2 heavy modules, instead of 4 regular.

Something i am concerned about is balance though:
A heavy hangar bay only costs 200% as much for building and upkeep, but instead of giving 2 hangar slots it gets like 5 or 6.
Oficial_Smith 19 Feb, 2024 @ 8:00am 
can u please post the tech name so i can give tech from the begi
jowe01 24 Dec, 2023 @ 11:12pm 
Is it compatible with 3.10?
krustyarmor 16 Dec, 2023 @ 7:59am 
"This mod is missing a descriptor file."
Bald 17 Nov, 2023 @ 1:27am 
AI empires use it correctly?
Ambit  [author] 13 Sep, 2023 @ 2:08pm 
All At War mods will be tested and updated on the weekend. i didnt play the 3.9 beta.
[OGC]stalkergsc 13 Sep, 2023 @ 11:01am 
Update?
Grylls 22 Jun, 2023 @ 1:43pm 
Doesn't work for me, past citadel it locks all slots i haven't built in :(
Rogueone 29 May, 2023 @ 1:37pm 
Update?
Maadh 16 May, 2023 @ 11:29am 
the mod works with 3.8
Chris 7 May, 2023 @ 11:27pm 
Is there any way to get a starbase template so we can upgrade starbases we pre-designed loadouts? It gets insanely tedious late game trying to upgrade and add modules to dozens of starbases that have dozens of slots. Literally takes hours to do this.
Cytrix Drakani 11 Apr, 2023 @ 6:38am 
yeah it works fine, has a minor compat issue with NSC tho, cuz that also adds back the defense station and fortress
Ambit  [author] 3 Apr, 2023 @ 8:57am 
should work properly. At War Series will not harm any Vanilla Files and if Expanded Starbases are not using the exact same names as in here. they should work together.
Mahpell 31 Mar, 2023 @ 10:49pm 
Does it work properly with Expanded Starbases? it looks like both mods adding several similar things.
Comrade Kibbles 23 Mar, 2023 @ 6:35pm 
also just saw this mod, gonna test it out to see if it works with my other starbase mod. wish i found all these mods earlier, only knew about the planetary cannons one
Ambit  [author] 20 Mar, 2023 @ 9:49am 
At War Series should still work on 3.7.
HiddenPrior 15 Mar, 2023 @ 10:44am 
Has anyone tested if this is 3.7 compatible?
Lothalan 22 Feb, 2023 @ 10:21am 
So the Heavy Defense Platform has 2x the modules and the same amount of base health, but take up 4x the space? Why? They are so much weaker than the basic ones. Is there something I miss?
Freelmeister 2 Feb, 2023 @ 7:10am 
+1 On Starbases not having enough power.
Brennal 21 Jan, 2023 @ 8:04am 
Any chance this mod doesn't work completely? whenever i have this mod the citadel has less starbase building and modules.
Zag14 22 Dec, 2022 @ 2:29pm 
haha duality of man
T'Challa 22 Dec, 2022 @ 9:46am 
The last two comments are a perfect real world example of why you can't please everyone.
Akula 1 Dec, 2022 @ 10:46am 
Have the decency to roll out legacy mods if you're going to keep up with Paradox's inhumane updates. Hope the day of fixing these mods is worth it.
n.pedrazalis 1 Dec, 2022 @ 2:47am 
Hello uptate for major uptate last version please all mods are broken thank you
paulo 30 Nov, 2022 @ 10:06am 
Is this mod compatible with the new 3.6?
John Shepherd N7117 14 Oct, 2022 @ 8:46am 
thank you
WWDragon 28 Aug, 2022 @ 12:48pm 
THanks for keeping this mod up to date! :steamhappy:
Jorge Nitales 4 Aug, 2022 @ 6:33am 
Hi, i'm using Starbases Improved and the citadels doesn't seem to have enough energy to use the weapons provided by the heavy defense modules. I'm using other mods, mainly gigas, PD and Starnet AI, but i have put this mod at the bottom in the load order. Any help?
hypersot 17 Jun, 2022 @ 6:04am 
Will the AI make full use of what this mod offers?

What about other mods that affect the AI (eg. Starnet) or mods that add weapons (but NOT touch the starbases)?

Thanks in advance
Ambit  [author] 1 Jun, 2022 @ 10:12am 
You could always join discord if u need help. It should not matter in what order you have the Mods.
Deglorath 31 May, 2022 @ 9:07pm 
Having some weirdness with Starbases at the moment, but still trying different mod orders at the moment, but one question - If using Starbase Extended and this mod, which would you advise to put above the other?
SBlack 26 May, 2022 @ 11:07am 
3.4 has buffed defense platforms somewhat by the way with more tracking, more fire rate, more range and more hullpoints. Doesn't make this obsolete though
Ambit  [author] 24 May, 2022 @ 5:31am 
yeah it should be ship_size >= starbase_starport not has_starbase_size. so yeah.
Cutha 22 May, 2022 @ 6:55pm 
Sorry, forgot to include the error:
[04:13:01][persistent.cpp:35]: Error: "Unexpected token: has_starbase_size, near line: 76
" in file: "common/section_templates/eac_starbase_modules.txt" near line: 76
Cutha 22 May, 2022 @ 6:55pm 
Thanks for the mod. It seems that has_starbase_size is not valid in section_templates:
has_starbase_size >= starbase_starport

Vanilla seems to do it like this:
ship_size = starbase_outpost
ship_size = starbase_starport
ship_size = starbase_starhold
ship_size = starbase_starfortress
ship_size = starbase_citadel
Ambit  [author] 16 May, 2022 @ 6:22pm 
Join the Discord and open a ticket.
HellFae 16 May, 2022 @ 5:48pm 
this mod is preventing the hyper relays from working
Ambit  [author] 14 May, 2022 @ 4:06pm 
if something is not working, dont be shy ;) gonna look at it as soon as i can.
Ambit  [author] 14 May, 2022 @ 4:05pm 
can confirm it was missing textures for the Orbital Ring. Removed Heavy Gun/Missile Battery and Hangar bay from Orbital Rings, Added Heavy Planetary Modules on Orbital Rings. (looks like the modifiers on Starbase/Orbital Rings dont work again. be aware.) made some changes to the modifier on the modules. (increased modifier if you have the same modules on the starbase.)
Pedipalps 14 May, 2022 @ 1:28pm 
Heavy Gun Batteries, Heavy Missle Batteries, and Heavy Hangar Bays seem to show up as huge turrents with missing textures when built on Orbital Rings (at least, using Mammalian Shipset)
Ambit  [author] 14 May, 2022 @ 11:31am 
should be fixed now.