Stellaris
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Military Enhancements 2.0 [Invasion Events and More]
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2.849 MB
ápr. 5., 16:48
máj. 12., 15:09
9 változásjegyzék ( megnézés )

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Military Enhancements 2.0 [Invasion Events and More]

Leírás
1.2.1 Update:
Bugfixes and localization adjustments for individualist, spiritualist machine empires.


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
Népszerű témák Összes megnézése (1)
2
ápr. 12., 4:21
Event Ideas
BaconDoneRight
188 megjegyzés
stardestroyer jún. 14., 2:32 
This mod should be vanilla! Thank you!!!
CharlesTheBRO jún. 10., 5:55 
nevermind I found it lol. Just a technology to unlock the factory.
CharlesTheBRO jún. 10., 5:34 
How do I get armaments? Its 2258 and I can't even produce armies.
BaconDoneRight  [készítő] jún. 9., 6:09 
@TheRealBlazing that only happens when the recruitment speed modifier goes past -100%. If you have other mods that add modifiers (or if ground command does? But I don’t think so) they can stack together and reach that 100 mark.
@StrangeSpeeder There is no patch for ACOT as of yet. And the farmers one is probably a mod conflict cus the mod alters the code for farmer and miners, so make sure you have this mod loaded last or close to last.
TheRealBlazing jún. 9., 5:49 
the patch for ground command makes all the armies have negative recruitment times been tryna find the cause and make a fix but having a hard time new to mod development/ editing btw
StrangeSpeeder jún. 3., 16:20 
Cool mod! Does it play nicely with Acot, in the sense of future armies still costing armerments as appropriate, or should i focus on events only?

Additionally, Not certain that the militia is working correctly, is it supposed to give all farmers and miners the ability to produce a defence army, or do they only show up when an invasion happens?

Might be a me issue though, I notice alot of the funnier bugs tend to be mostly me-issues, especially as I smash alot of mods together.
BaconDoneRight  [készítő] jún. 1., 16:45 
@GronkaDonk Should be!
@Hiraeth It’s just through the basic Gene Seed Purificaiton tech. It can be a bitch to roll specifically sometimes. You can always use console commands if you think it’s not appearing.
@McLenny That’s actually intentional, as I don’t have astral rifts and don’t know how to flavor 😭😭😭
@KillerTamashi Yeah, I actually just finished a UNE campaign where I ran into the same issue. I was gonna look into it soon, cus I’m working on Cybernetic and Synth stuff rn.
@WeirdSkull I can add special units for Cybernetic and Synth, and probably nanites, too. I’ll have to do a think and come up with somethin tho
GronkaDonk máj. 31., 23:24 
Is this compatible with Army Attachments Revived?

https://steamproxy.net/sharedfiles/filedetails/?id=2964969284
Hiraeth máj. 30., 21:43 
Apologies if I've missed it in a previous discussion but how do I unlock gene warriors/build the building that lets me make them? I've got the genetic ascension perk and tradition tree but don't seem to be rolling the tech for gene warriors or the special building. Although my game is heavily modded so perhaps it's just a mod incompatibility preventing the prerequisites from properly unlocking
McLenny máj. 29., 12:58 
Absolutely amazing mod!

One small detail: Flamestorm Troopers which you can get from the Siege of Paradise astral rift require no armaments nor have any armament upkeep.

(seriously, how can this mod be so good?)