Titan (& Jugg.) Interdictor Module

⭐ — (0 endorsements) 📥 2,393 downloads 📅 2/15/2020
⚪ Last updated 2022

By 76561198018703150 · Gameplay, Spaceships, Technologies

⬇ Download Mod Source: Steam Workshop ↗ 📅 Updated: 2/24/2022 📅 Created: 2/15/2020

🔍 Analysis

  • 👍 0.0% endorsement rate

📋 About This Mod

Pending Update to 3.12.x ⚠️ Adds Titan & Juggernaut auras that allow a mobile FTL Inhibitor meant to function similarly to the Interdictor cruisers from Star Wars. Do you have a massive endgame fleet, but you're tired of the AI avoiding you with obnoxious guerrilla tactics? Do you wish your expert maneuvers allowed you to intercept and cut off enemy fleets without having to jump directly onto their noses? Do you think a fleet should be able to blockade vital hyperlanes without having to micro-manage assaults on out-of-range enemies slipping by? Are you annoyed each time you catch and decimate an enemy fleet only to realize that they only suffered 30% casualties before escaping? If you answered "yes" to any of the above questions, then it's time to turn your Titans (and Juggernauts) into Interdictors! Finally, the behemoths of space can have more tactical presence than slowing your fleet to a crawl and tanking damage. The Interdictor Module is only valid for Titans and Juggernauts. The module is accessed through a pair of rare technologies that may appear after the player has researched the FTL Inhibitor and relevant ship class. (Note that this requires the Apocalypse DLC for Titans and Federations DLC for Juggernauts, but works with both and either). The module has the following functions: • System-spanning range of an FTL inhibitor functionally identical to space stations. • 30,000% jump drive cool down / spool up penalty to prevent any enemy ships from leaving the system. • -3000% disengage chance to prevent enemy ships from escaping combat. In practice, this means that: • Any fleet within a system will be unable to leave the system once your Titan/Juggernaut arrives unless they're already mid-jump. • Death or victory are the only escapes. This mod does not have any compatibility concerns! Published 14 Feb 2020. Last updated 23 Feb 2022. Update log 23 Feb 2022: • Checked and proved 3.3.x compatibility Update log 04 Jan 2022: • Checked and proved 3.2.x compatibilit

Pending Update to 3. 12.x ⚠️ Adds Titan & Juggernaut auras that allow a mobile FTL Inhibitor meant to function similarly to the Interdictor cruisers from Star Wars. Do you have a massive endgame fleet, but you're tired of the AI avoiding you with obnoxious guerrilla tactics? Do you wish your expert maneuvers allowed you to intercept and cut off enemy fleets without having to jump directly onto their noses? Do you think a fleet should be able to blockade vital hyperlanes without having to micro-manage assaults on out-of-range enemies slipping by? Are you annoyed each time you catch and decimate an enemy fleet only to realize that they only suffered 30% casualties before escaping? If you answered "yes" to any of the above questions, then it's time to turn your Titans (and Juggernauts) into Interdictors! Finally, the behemoths of space can have more tactical presence than slowing your fleet to a crawl and tanking damage. The Interdictor Module is only valid for Titans and Juggernauts. The module is accessed through a pair of rare technologies that may appear after the player has researched the FTL Inhibitor and relevant ship class. (Note that this requires the Apocalypse DLC for Titans and Federations DLC for Juggernauts, but works with both and either). The module has the following functions: • System-spanning range of an FTL inhibitor functionally identical to space stations. • 30,000% jump drive cool down / spool up penalty to prevent any enemy ships from leaving the system. • -3000% disengage chance to prevent enemy ships from escaping combat. In practice, this means that: • Any fleet within a system will be unable to leave the system once your Titan/Juggernaut arrives unless they're already mid-jump. • Death or victory are the only escapes. This mod does not have any compatibility concerns! Published 14 Feb 2020. Last updated 23 Feb 2022. Update log 23 Feb 2022: • Checked and proved 3. 3.x compatibility Update log 04 Jan 2022: • Checked and proved 3. 2.x compatibilit

📊 Mod Details

Game
Stellaris Mods
Author
76561198018703150
Version
N/A
Downloads
2,393
Endorsements
0
Category
Gameplay, Spaceships, Technologies
Created
2/15/2020
Updated
2/24/2022

🔧 How to Install Stellaris Mods

Subscribe on Steam Workshop. Mods auto-download and install. Launch the game to activate.

📖 Full step-by-step install guide for Stellaris →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Stellaris commands, item IDs, and more.

Keep browsing — more Stellaris mods await

📋 All Stellaris Mods 🏆 Top 25 📂 More Gameplay, Spaceships, Technologies 👤 More by 76561198018703150 🔎 Similar Mods 🌐 Best Gameplay, Spaceships, Technologies (All Games) 🔀 Check Compatibility ⚖️ Compare Mods 🆕 New Mods