Stellaris

Stellaris

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Planetary Shields
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2.426 MB
16 Jun, 2017 @ 1:44pm
3 Sep, 2020 @ 7:25am
17 Change Notes ( view )

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Planetary Shields

Description
For a purely visual, updated and compatibility friendly version look here https://steamproxy.net/sharedfiles/filedetails/?id=3037435877

***Achievements will be disabled***

This mod is a standalone version of the planetary shields feature of the More Events Mod. Do not use it if you already use MEM.

If you like this feature please show it by rating it up, even if you are using MEM instead of this standalone mod. Given enough presence in the workshop maybe Paradox may pick it up at some point and give us a better officially implemented system to work with than this workaround. Let us show them it does not always have to be Star Wars to be popular ;)

The screenshots are from an earlier version. The shields still look the same, but the building's attributes are the same as in vanilla with two little changes: the building provides one defensive army and can be ruined by bombardement. The latter is needed as it would drag out wars for far too long as the AI is now also able to build shield generators. And they love doing so. Also there is an upgraded version you can get once you reach the highest techlevel. The graphical effects are meant to be seen but still not too intrusive to distract from or disable the view of the planet intself. The effects are animated, which means the screenshots do not really do them justice.

Overwritten Vanilla Files:
  • galactic_features_events.txt

Features
  • Graphical effect for the planetary shield generator
  • changed effect for shielded worlds (added shieldworld mk 2 effect to the vanilla one)
  • a second tech to get an improved version of the shield generator
  • Vanilla stats: 50% orbital bombardment damage reduction; upkeep: 5 energy
  • Modded stats: 50% orbital bombardment damage reduction + 1 soldier job; upkeep: 5 energy
  • Upgraded stats: 60% orbital bombardment damage reduction + 1 soldier job; upkeep: 5 energy 1 rare crystals

Incompatibilities

How to use?
  • At gamestart a deactivation project is spawned in your sitlog
  • Shields are updated on building completion, upgrade and demolishing as well as ruining. Planetary bombardement automatically ruins the shield generator once the planet health reaches zero which removes the shield effect until the building is repaired again.
  • In case you want to deactivate the mod midgame, you have to fire the deactivation project in your sitlog first in order to get rid of the shield ambient objects
  • The deactivation project is only started with a fresh game. If you activate this mod mid game and decide to deactivate it again you have to select one of your worlds and type "event mem_planetary_shields.15" into your console

Assets done by Space Core
Code done by Malthus
396 Comments
borsk 17 Sep, 2023 @ 8:38pm 
Hey everyone, since the author went silent on us, I updated this mod to the latest version of Stellaris. You can find the updated version here
Inerael 3 Apr, 2023 @ 6:39am 
someone update pls
小杨同学 8 Apr, 2022 @ 10:13pm 
In a galaxy, two stars have shield generators, but only one has a shield, and the shield size of the other is smaller than that of the planet. I can see the shield only after adjusting the size of the planet with code. Is this a normal phenomenon?
xXsLaYeRXx1412 26 Feb, 2022 @ 6:57am 
following the trend i am here to ask you to please update to 3,3
Fetfrumos96 15 Dec, 2021 @ 10:23am 
Please, is it possible to fix your mod, the mod does not want to work correctly in the new version 3.2
Wet Dog Squad 24 Sep, 2021 @ 3:21am 
Does this still work with 3.1? Given that it uses a custom event I'm doubtful.
zulu9812 9 Apr, 2021 @ 6:49pm 
A couple of questions. Why is there a 2nd planetary shield generator (the mem version) in addition to the vanilla one? And is the shield graphic supposed to go away when the building is ruined, disabled or destroyed (because it doesn't)?
NovaSnake 11 Jan, 2021 @ 1:17pm 
Is this compatible with 2.8?
Malthus  [author] 25 Dec, 2020 @ 11:57am 
@The24thDS Yeah, no problem, suit yourself ;)
The24thDS 25 Dec, 2020 @ 10:47am 
@Malthus, can I use files from this mod in a submod that I am making for SWFR?