Stellaris

Stellaris

At War: Starbase Improvements (3.9.*)
107 kommentarer
I Darkstar X 14 maj @ 6:03 
<Obligatory 4.* check>
Holarula 13 maj @ 1:03 
I'm not sure if it's fully functional, but it works.
tony_sm 19 jan @ 10:28 
This works perfectly!!! And is still compatible with NSC3
zytimer 23 nov, 2024 @ 0:38 
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 @ 23:08 
Doe not work, causes a crash upon game start.
Starr 5 jul, 2024 @ 22:24 
does this mod still work??
overrclocked 12 maj, 2024 @ 15:16 
Update coming? Love your work btw.
KampfTomate007 29 feb, 2024 @ 7:12 
With that said, thank you for sharing this mod with us, i really appreciate it!
KampfTomate007 29 feb, 2024 @ 7:10 
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 @ 7:10 
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 @ 8:00 
can u please post the tech name so i can give tech from the begi
jowe01 24 dec, 2023 @ 23:12 
Is it compatible with 3.10?
krustyarmor 16 dec, 2023 @ 7:59 
"This mod is missing a descriptor file."
Bald 17 nov, 2023 @ 1:27 
AI empires use it correctly?
Ambit  [skapare] 13 sep, 2023 @ 14:08 
All At War mods will be tested and updated on the weekend. i didnt play the 3.9 beta.
[OGC]stalkergsc 13 sep, 2023 @ 11:01 
Update?
Grylls 22 jun, 2023 @ 13:43 
Doesn't work for me, past citadel it locks all slots i haven't built in :(
Rogueone 29 maj, 2023 @ 13:37 
Update?
Maadh 16 maj, 2023 @ 11:29 
the mod works with 3.8
Chris 7 maj, 2023 @ 23:27 
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 @ 6:38 
yeah it works fine, has a minor compat issue with NSC tho, cuz that also adds back the defense station and fortress
Ambit  [skapare] 3 apr, 2023 @ 8:57 
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 @ 22:49 
Does it work properly with Expanded Starbases? it looks like both mods adding several similar things.
Comrade Kibbles 23 mar, 2023 @ 18:35 
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  [skapare] 20 mar, 2023 @ 9:49 
At War Series should still work on 3.7.
HiddenPrior 15 mar, 2023 @ 10:44 
Has anyone tested if this is 3.7 compatible?
Lothalan 22 feb, 2023 @ 10:21 
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 @ 7:10 
+1 On Starbases not having enough power.
Brennal 21 jan, 2023 @ 8:04 
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 @ 14:29 
haha duality of man
T'Challa 22 dec, 2022 @ 9:46 
The last two comments are a perfect real world example of why you can't please everyone.
Akula 1 dec, 2022 @ 10:46 
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 @ 2:47 
Hello uptate for major uptate last version please all mods are broken thank you
paulo 30 nov, 2022 @ 10:06 
Is this mod compatible with the new 3.6?
John Shepherd N7117 14 okt, 2022 @ 8:46 
thank you
WWDragon 28 aug, 2022 @ 12:48 
THanks for keeping this mod up to date! :steamhappy:
Jorge Nitales 4 aug, 2022 @ 6:33 
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 @ 6:04 
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  [skapare] 1 jun, 2022 @ 10:12 
You could always join discord if u need help. It should not matter in what order you have the Mods.
Deglorath 31 maj, 2022 @ 21:07 
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 maj, 2022 @ 11:07 
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  [skapare] 24 maj, 2022 @ 5:31 
yeah it should be ship_size >= starbase_starport not has_starbase_size. so yeah.
Cutha 22 maj, 2022 @ 18:55 
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 maj, 2022 @ 18:55 
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  [skapare] 16 maj, 2022 @ 18:22 
Join the Discord and open a ticket.
HellFae 16 maj, 2022 @ 17:48 
this mod is preventing the hyper relays from working
Ambit  [skapare] 14 maj, 2022 @ 16:06 
if something is not working, dont be shy ;) gonna look at it as soon as i can.
Ambit  [skapare] 14 maj, 2022 @ 16:05 
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 maj, 2022 @ 13:28 
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  [skapare] 14 maj, 2022 @ 11:31 
should be fixed now.