CC’s Spaceports and Forts

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Author: Caligula Caesar

Last revision: 25 Jan, 2018 at 15:39 UTC (29)

File size: 958.46 KB

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Description:

This mod was inspired by two things: Firstly, I read Peter F. Hamilton’s ‘Night’s Dawn Trilogy’ (a great read, if a bit longer than it should have been…), in which a planet could have formidable defences, allowing an important planet to represent a formidable obstacle to attacking fleets. Secondly, and more immediately, I got annoyed that even fairly small enemy fleets could destroy my spaceports, even if I built forts (for some reason, they would hit certain ones with monotonous frequency, but I still couldn’t do anything about it). Anyway, so I set out creating a mod to fix that (and then added some extra features, just because I wanted them 🙂 ).

This mod’s features:
-Note: All features in More Interesting Spaceport Modules are in here, even if I haven’t updated the description!
-Spaceports are boosted, including by making their weapons dependent on your tech level. In the late game, they can now reach 20k military strength without modules and almost 50k with.
-Forts are bolstered significantly, with new weapon layouts (level 3 ones can be as high as 50k). They can also now make extensive use of torpedoes and hangar slots.
-Frontier outposts now have weapons and armour that is dependent on your tech level. They can also reach about 20k military strength.
-Added nine new spaceport modules, plus edited the bonuses given by the existing ones (see thread below for details).
-Added two ascension perks – the Maginot Line (75% off building military stations, and bonuses to military stations, outposts and spaceports) and Orbital Engineering (50% off building spaceports and spaceport modules, plus you unlock or partially research all the spaceport modules).
-Totally rejigged the AI weights for when it builds which module. It will now prioritise a basic level of defence first,
especially when at war. Once it has a basic defence module, it should go for advanced modules, if it has them. Specific choices will depend on the circumstances – materialists will go for economic modules, AIs at war will build defensive ones, etc.
-Level 6 spaceports will now give you three module slots rather than one. (Note that this is done by scripting you to upgrade to level 9 spaceports once a level 6 one is built, and you then get a module for defences to bypass the game not being designed that way. Do not be alarmed if you see levels 7, 8 and 9 costing 0, this is intentional!).
-Made certain techs that benefit "military stations" i.e. forts also apply to spaceports and frontier outposts, since they are now also serious military stations. Also merged the two fairly useless late-game repeatable military station techs into one which should now have a visible impact on your stations’ efficacity.
-Added special defence modules for your capital that are scripted to appear automatically. They will upgrade when you research spaceport defence modules. The point is to make your capitals a bit special, and also free up room for building other stuff (or let you have an uber-powerful capital spaceport, if you so please).

Credits:
Sceprax and his Novio Magnum mod (http://steamcommunity.com/sharedfiles/filedetails/?id=902607475 ) for letting me use his section templates for spaceports, frontier outposts and forts as the basis for my work on that front.
Also to AlphaAsh and his Alpha Mod + for inspiration on how to script things.

Future projects:
-Respond to feedback for bugs, balancing and new modules (if anyone has any ideas for them, let me know).
-Make French language versions.

Known issues:
Spaceport and frontier outpost costs don’t scale with better techs. I don’t think that can be helped, though. Both have been increased.
Also, the player’s spaceport will initially spawn with the best components, and so will be excessively powerful. Luckily, this only applies to the player, and solves itself naturally once you unlock a new component. It will still be an issue for new spaceports for a while, but stops after a time, I think once it is possible to fill all the component slots (i.e. once you have researched torpedoes, point defence, an auxiliary component, and shields or armour). If you need it to be solved quicker, you can also do the console command "observe", wait a day, and then "play 00", and it will be fixed.

Compatibility Issues:
I overwrite 00_spaceport_modules, section_templates/spaceport, global_ship_designs and planet_view.gui, and also make significant changes to ship_sizes, though I don’t overwrite any files in that folder. Mods that change forts and frontier outposts could also create problems, probably not via direct incompatibility, but e.g. mods adding level 4 forts might end up having the level 4 forts weaker than my level 3s.

Important Update: So basically, other mods with spaceport modules create big problems with this one: They cause the spaceport to lose stats. The way to fix this is to go in other mods’ spaceport module files and delete the lines that talk about "locators". I promise this will change nothing except making my spaceports work. I just don’t feel like doing this for every single mod conceivable. But you can manage it easily 🙂 Your will find the file at c:/program files/steam/steamapps/workshop/[something]/[something]/name of mod/common/spaceport_modules.

Localisations
English, German, French, Russian (thanks to <(PeGaS)>) and Portuguese (thanks to Pedro Falcão!)

My other mods:
Potent Rebellions Expanded: Makes unrest and rebellions a lot more challenging through waves of unrest, special slave revolt empires, a mechanism to sow unrest in other empires, and many other new mechanics and rebalances.
Sow Unrest and Support Rebellions: ‘Lite’ version of PRE with the mechanism to sow unrest and one to support rebellions.
More Interesting Spaceport Modules: A ‘lite’ version of this mod, including only the new spaceport modules, the spaceports AP and a bit of a buff for spaceports.
Galactic Unification: Adds a late-game feature so that you can conquer your enemies with 50% cheaper war demands – if you are fine with everyone hating you.
The Utopian Dream: Mainly AlphaAsh’s creation, it does a lot of cool things to the Utopia DLC. I collaborated with him to update to 1.8 and add some new features. It is fully compatible with this mod.