Stellaris

Stellaris

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Military Enhancements 2.0 [Invasion Events and More]
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5. dub. v 16.48
22. čvc. v 10.08
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Military Enhancements 2.0 [Invasion Events and More]

Popis
1.2.3 Update:
Bugfixes for events.

AN EVENT ONLY VERSION (COMPATIBLE WITH ALL MODS) CAN BE FOUND HERE.

Mission Statement
This mod seeks to overhaul and improve systems related to Ground Combat while remaining unobtrusive and keeping the spirit of vanilla Stellaris.

At a Glance
60+ new technologies
32 invasion events for attackers
18 invasion events for defenders
11 new buildings
21 new armies
12 new policies
An overhaul of Gene Warriors
The addition of the “Armaments” strategic resource
Complete Hive, Machine, and Corporate Empire compatibility with unique flavor

Smart Combat Events
There are fifty total combat events, 32 for attackers and 18 for defenders. They are highly reactive, changing based on the civics of both empires involved, the buildings present on the planet, and even the planet population. For example, genocidal empires attacking a highly militarist nation may find a flood of militia stalling their efforts. Pacifist empires will help refugees; Devouring Swarms will eat them (yes, really).
- Large number of unique events with various options and effects
- Unique flavor for Gestalt empires wherever appropriate
- Both AI and Players can now sack enemy planets, giving a greater incentive to protect your systems

Armaments
The biggest change to vanilla Stellaris is the addition of the “Armaments” strategic resource–used to purchase units, upkeep units, and construct fortresses. This resource is fully compatible with the AI, which seems to manage its production quite well. Armaments require specialized factories to build them, and the best units can require several full buildings to maintain them. The upkeep of units can be offset through the advancement in the “Logistics” policy tree, which is absolutely necessary for large-scale warfare.
- AI functionality
- Variable soldier upkeep
- Integrated technologies to improve armament production and reduce upkeep as the game progresses

Policies
There are twelve new policies with varying bonuses and roleplay flavor. They are not exclusively stat modifiers; empires whose armies consist of religious zealots will have their own priests produce armaments, while empires of exclusively militiamen will find their farmers and miners contributing to planetary defense.
- Unique “Logistics” policy tree, which requires technology to advance
- Highly advanced policies, such as AI-HUD integration, requires rare technologies
- Exclusive policies for Megacorporations and Gestalt Empires
- Unique policies that add additional features beyond stat changes

Weapon Platform
There is a new “Weapon Platform” system to further enhance your armies. By researching the proper technology and selecting a new policy, you will completely alter the resource upkeep of your arms producers in exchange for massive army strength boosts. Will your forces field railguns or the power of black holes? Will you buy inexpensive laser rifles for your corporate slaves, or will you field only the most elite troopers with the most costly weaponry?
- Production upkeep reacts to Weapon Platform Selection
- Three different categories: ballistics, lasers, or plasma

Technologies, Buildings, and Armies
There is a massive number of new technologies added, many of which are solely dedicated to incremental stat bonuses to your soldiers. Other technologies, however, may unlock new buildings, such as a massive fortress complex or a specialized logistics office. There are over a dozen new standard armies to be recruited with your growing technology, as well as a handful of event exclusive armies
- Gestalt-unique technologies and armies
- Specialized training buildings are necessary to produce the best soldiers
- The number of certain armies are now capped to encourage diversification

Gene Warrior Overhaul
Instead of just training Gene Warriors, you now must construct a special building, which triggers an event chain that allows you to name your own branch of Super Soldiers. This event chain also allows you to select various permanent bonuses, such as a boost to all Clone Armies, the spawning of a special hero unit, or boosts to Biology research.
- Flavor and bonuses
- Name selection for Gene Warriors
- Unique unit names if the Super Soldier Project is called “the Spartan Project”

Compatibility
This mod only overrides a single vanilla file: topbar_other_resource_groups. However, every base game army is altered, as well as several buildings and pop jobs. To ensure proper functionality, I’d recommend placing this mod as low on your load order as possible. Additionally, if you still have issues with compatibility, I'd recommend trying the event only version of this mod which should be compatible with anything.

Compatible mods:
- Casako's Framework (patch here) by Molten Ring
- Gigastructural Engineering (patch here)
- Ground Command (patch here)
- UI Overhaul Dynamic (no patch required)
- Universal Resource Patch (no patch required)

Furthermore, any mods that add additional armies will require a patch to make them cost Armaments.

Translations
Simplified Chinese by 卡尔文迪斯梅特
Russian by tzverg
Populární diskuze Zobrazit vše (2)
3
19. čvc. v 19.53
Event Ideas
BaconDoneRight
0
23. čvc. v 7.13
l_russian
tzverg
Počet komentářů: 243
BaconDoneRight  [autor] 15. zář. v 14.35 
@SquidNeko honestly, no idea. I sent it in to repairs but they don’t start until the end of weekend. As far as I know, the mod should work fine on this patch. Will update when I get it back (hopefully soon 😭)
SquidNeko 15. zář. v 4.15 
When do you expect your laptop back so you can update the mod?
BaconDoneRight  [autor] 14. zář. v 9.23 
@Ben_D unfortunately my laptop ate shit and it’s getting fixed so I don’t have access to the mod files rn, but I’ll take a peek once I can
Ben_D⚜ 13. zář. v 12.18 
I don't have evidence at the moment either, but I can concur with Rastek about the issue being described. I can look into getting some data later on when more mods get updated.
Rastek 30. srp. v 14.40 
@BaconDoneRight actually, i found out what's doing that
It seems that in the "01_ground_combat_events_me" on the event 9 (refugees flooding the area) the "kill_pop = yes" trigger will sometimes (under a mysterius set of circumstances only as it sometimes works fine) result on whatever just happened, i think it may be killing every single pop instead of a single one but since i don't know how it works i can't really tell you why it does that
BaconDoneRight  [autor] 30. srp. v 13.06 
@Rastek Which event specifically? I need numbers, mason
Rastek 29. srp. v 22.57 
Every now and then the decisions during a ground battle will spontaneously lead to the colony's extinction, like, one second your 30k army is fighting a 30k garrison and all of the sudden an event shows up, you decide on whatever and the battle's is gone, your army gets off an uncolonized space rock and no one will ever hear about the 50 pops that used to live there just one second ago, i know it's already been reported but man that just sucks, that's like 100 years' worth of colonists just gone, it's already 2450 and i won't get a new colony this big this far into the game
Liseq 28. srp. v 4.32 
This mod with Powerful & Realistic Orbital Bombardments actually makes planet combat quite cool.
harozuken 26. srp. v 12.32 
random question here, does this mod affect trade values for leaders? im running Tactical Algorithms and im getting an error "cannot propose trade with more than 0 leaders" so I can't use the defense pen effect of the civic.
Janlitschka 25. srp. v 4.08 
Hey is there a policy or tech about purges? Since I got this mod with three oters, my pops wont be purged anymore