Planetary Shields Compatibility Mod


Planetary Shields Compatibility Mod

Planetary Shields Compatibility

Supported Mods

More Events Mod (v2.12.0):
Expanded Events (v1.1.9.2):
Additional Vanilla Buildings(Update: 4 May @ 5:28am):

Conflicts with

AVB-MEM shield building patch:

Summary

The purpose of this mod is to resolve conflicts between mods which modify the vanilla Planetary Shield Generator. Note that the version number is 0.1, I do not consider this to be done, ballanced, or even tested.

Currently all supported mods are required, in the future I intend to change this so that it supports any combination of those, but that will be at least a few weeks. As should be obvious, this patch mod needs to load after the supported mods.

Please let me know about any other mods that change planetary shield mechanics and I will try to add support for those if they conflict.

Major credit goes to Mario and Irony Mod Manager for it’s conflict solver telling me about the issues which AVB-MEM shield building patch did not fix.

So, the patched progression:

Stage Number

Stage Name

Source Mod

Build Time

Cost

Upkeep

Benefit

0

Planetary Shield Generator

Expanded Events

600

600 Minerals

5 Energy

Orbital Bombardment Damage -50%
+1 Researcher job

1

Planetary Shield Generator

More Events Mod

600

500 Minerals

5 Energy

Orbital Bombardment Damage -50%
+1 Researcher job
+1 Soldier job

2

Planetary Barrier Shield Generator

More Events Mod

600

800 Minerals
50 Rare Crystals

6 Energy
1 Rare Crystal

Orbital Bombardment Damage -60%
+1 Researcher job
+1 Soldier job

3

Planetary Defense Screen

Additional Vanilla Buildings

1200

1200 Minerals
50 Exotic Gases

10 Energy
4 Exotic Gases

Orbital Bombardment Damage -65%
+1 Researcher job
+1 Soldier job

4

Planetary Precursor Shield Generator

More Events Mod

1200

1200 Minerals
50 Exotic Gasses

10 Energy
4 Exotic Gases

Orbital Bombardment Damage -70%
+1 Researcher job
+1 Soldier job

5

Planetary Antimatter Screen

Additional Vanilla Buildings

2000

2400 Minerals
100 Rare Crystals
200 Exotic Gases

20 Energy
4 Rare Crystals
12 Exotic Gases

Orbital Bombardment Damage -85%
+1 Researcher job
+1 Soldier job

6

Dark Matter Planetary Shields

Additional Vanilla Buildings

3500

3600 Minerals
150 Exotic Gasses
100 Dark Matter

40 Energy
8 Exotic Gases
4 Dark Matter

Orbital Bombardment Damage -95%
+1 Researcher job
+1 Soldier job

Explanation of the changes:

The scientist was added to the base structure by Expanded Events and it makes no sense to me to loose a job by upgrading.

The soldier was added by More Events Mod and it makes no sense to me to loose a job by upgrading.

Having both jobs with the base structure felt a bit overpowered so I made the MEM building an upgrade rather than a replacement. This may also ensure better compatibility with other mods. I am open to feedback on whether to reverse this decision or even split the Expanded Events version into a seperate tier from the vanilla one.

I do not believe that the Orila shield generator is actually possible to create in MEM. I am not sure why, possibly part of a planned future feature. I don’t see anything that would prevent it from working and including it from the start feels like future proofing this mod. If any of the autors of MEM request I take it out, I will.

Expanded events has an event (trying to avoid spoilers) which gives you a country modifer to improve planetary shields. In the original mod it gives a +25% damage blocked, which with the default 50% base basically cuts the incoming damage in half. This mod maintains the feature of cutting incoming damage in half rather than keepign the 25% because that would make >100% reduction possible.

The shield generators from AVB by default do not allow the AI to build them. That follows from vanilla behavior as does everythign else in that mod. Since both other supported mods make shields available to the AI I have changed the AVB ones as well. Since I know nothing about how to handle AI weights, I am using the weights defined in the other mod for the prior tier. Also, there are events that affect the chance of the AI building shields in Expanded Events, I have (perhaps nievely) applied that modifier to all of the upgrades as well.

Known issues:

MEM has a number of events and effects that check for the MEM shield generators. Because I am not currently overwritting those checks, only tiers 1, 2, and 4 will reduce that damage. I do plan to fix this in a later version.

Future Plans:

Sort out tech prerequisites.

Fix events that test for the presence of a shield generator on the planet.

Figure out versioning since steam doesn’t have that concept for some of the supported mods.

Make the supported mods optional.

Add support for more mods.

Credits:
Trabber Shir
1 Star2 Stars3 Stars4 Stars5 Stars


What is Stellaris mods?

A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect (e.g. the way it looks or behaves) of a video game. Mods may range from small changes and simple tweaks to completely new games made within a video game. Games running on a personal computer are often designed with change in mind, allowing modern PC games to be modified by gamers without much difficulty. Don't wait and try Stellaris mods right now.




You may also like...

Leave a Reply

Your email address will not be published.