EAC: At War

Buildings, Gameplay, Military, Technologies


Tired of sitting passively while your enemies bombard your planets? Need carrier ships that can launch strike craft early and stay back from the fight? Your bastion citadels feel underpowered when fully built out? This mod is focused on war and includes things like planetary cannons to fight orbital bombardment, nanite clouds to repair cannon buildings during bombardment, heavy defense platforms, ...

Author: The Dadinator

Created: 20 Apr, 2018 @ 3:39pm

Updated: 17 Jun, 2018 @ 11:01pm

Subscribers: 7151


Size (unpacked) : 1.339 MB

Tired of sitting passively while your enemies bombard your planets? Need carrier ships that can launch strike craft early and stay back from the fight? Your bastion citadels feel underpowered when fully built out? This mod is focused on war and includes things like planetary cannons to fight orbital bombardment, nanite clouds to repair cannon buildings during bombardment, heavy defense platforms, ship sections, ship components, and other war-related items.

NOTE: This mod is for 2.1 only.

Mods for 2.2+


Features
Defensive
  • Planetary Scatterguns and Cannons can now target transport ships while not under bombardment.
  • Planetary Scatterguns can be set to target transports before other fleets using a planetary edict on the planet in question.
  • Planetary Coil Scattergun building to take on enemy fleets in orbit. Fires 20 shots at a time. 35% chance to hit, 10 - 25 hull damage, 3 day cool-down. Unlocks with the Coilguns technology.
  • Planetary Rail Scattergun building to take on enemy fleets in orbit. Fires 20 shots at a time. 40% chance to hit, 20 - 35 hull damage, 4 day cool-down. Unlocks with the Advanced Railguns technology.
  • Planetary Proton Cannon building to take on enemy fleets in orbit. 50% chance to hit, 100 - 500 hull damage, 5 day cool-down. Unlocks with the Proton Launchers technology.
  • Planetary Neutron Cannon building to take on enemy fleets in orbit. 60% chance to hit, 500 - 1500 hull damage, 7 day cool-down. Upgrade 1. Unlocks with the Neutron Launchers technology
  • Planetary Tachyon Cannon building to take on enemy fleets in orbit. 70% chance to hit, 1000 - 5000 hull damage, 10 day cool-down. Upgrade 2. Unlocks with the Tachyon Lances technology
  • All planetary cannons reduce Planetary Shield Generator bombardment protection by 15% so shots can get through the shield.
  • Nanite Cloud technology to slowly rebuild destroyed cannon buildings. Takes between 4 and 6 months to rebuild. Nanites will destroy in-nanite repair buildings on occupation.
  • Miniaturized Defense Platform Components - a technology to unlock Heavy Defense Platforms which have twice the hull points and twice the weapon mounts of standard Defense Platforms.
  • Improved Heavy Defense Platform Hulls / Advanced Heavy Defense Platform Hulls - two techs to buff hull points.
  • Option to build Citadels with large weapon slots. Use the EAC: At War menu (planetary edict on capitol world)
  • Starport Defense Algorithms - repeatable engineering tech to add additional defense platforms late game
  • Defend the Homeland - a unity ambition to boost defensive army morale (25%), health (25%), and damage (50%). Cost changes if you are at war when started. [Requires DLC Apocalypse]

Offensive
  • Space Marines
  • Fighters and Bombers with better stats.
  • Missile Cruiser Designs: Engineering tech that unlocks new cruiser ship sections for more missile / torpedo focused cruisers.
  • Light Carrier Cruiser Designs: Engineering tech that unlocks new cruiser ship sections for building light carrier-dedicated cruisers.
  • Advanced Carrier Designs: Engineering tech that unlocks new battleship ship sections for building carrier-dedicated battleships.
  • Titan Carrier ship sections.
  • Carrier Radar "weapon" with a range of 450, damage 0, so fighters/bombers/strike craft launch at max range and fly straight to the target. Note: The AI use has been fixed. This has a side effect that the Carrier Radar is now hidden behind updates. You have to show all weapons to see the Carrier Rader. Not for use with the Light Carrier Cruiser.
  • Advanced, Sapient, and Precognitive carrier combat computers keeping them at the back of the fleet (250) and adds buffs for strike crafts - unlocked with the Advanced Carrier Designs technology.
  • Advanced, Sapient, and Precognitive artillery combat computers for long range (120) and max range (calculates weapons max range).
  • Sublight Turbochargers - Auxiliary ship components to boost sublight speed (10%, 25%, and 45%).
  • Admiral Trait: Ground Pounder - gives +25% damage from orbital bombardment. Unlocks with the Precision Ordinance engineering technology.
  • Works with NSC2 and SCX (Carrier components work on carrier focused ships).

Limitations
  • Carrier Radar is hidden behind updates so you have to uncheck the hide obsolete components checkbox to see it. This is to fix an AI issue. Sorry. In the future I may try and give the AI a similar but different radar to fix this for the AI and not impact the player.
  • Planetary cannon damage is directly against hull points, ignoring shields and armor as that is the only type of damage a mod can do to a ship currently.
  • Not currently able to target an active colossus (charging / firing) as they don't enter planet orbit.
  • From testing, it requires a carrier to have a weapon in range to launch strike craft so a zero-damage, 250 range weapon was created.

Compatibility
This mod only overwrites the message types file (common/message_types.txt) to add new message types and should be compatible with any mod that does not add message types.
Compatible with Stellaris v2.1.* (Niven)

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Bugs, Feedback and Suggestions
You can post comments here, in our Steam modding group, or in the Discord channel for my mods[discord.gg]. I take all constructive feedback and suggestions seriously.


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See the 'How to install' tab.

Is this mod safe to use?

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