Stellaris

Stellaris

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Armor Hull 2.0+
   
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29 May, 2018 @ 5:42pm
16 Aug, 2019 @ 7:22am
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Armor Hull 2.0+

Description
A long awaited update on my old mod "Armor Hull Points"
I am open for feedback and suggestions.

Inspired by series such as Battlestar Galactica (As the picture may show (Yes it is Pegasus)).
I liked the thought of a ship that takes a punch in the face and keeps going rather than hiding behind shielding and fancy sci-fi tech.
Call it "Backwards compatible futurism"

This time around with the new changes to the game I have made an empire civic with modifiers as follows:
Ship Hull points +25%
Ship Armor Points +100%
Ship Sheld Points -1000%

This DOES apply to Starbases, stations and non desinable ships too. (Hence an empire modifier)
It still needs a bit more testing to see how balanced it is and a few tweaks but its here and working.

Now added back in the old auxiliary module.
Stats per module:
Ship Hull points +25%
Ship Armor Points +100%
Ship Sheld Points -1000%
Ship Hull Regen +1 (Same as regenerative hull tussue)

This however does NOT apply to Starbases and other non designable ships and stations.
26 Comments
BEAR 10 Jun, 2024 @ 9:47pm 
if the AI take this civic, do they still try and fit shields?
Magos Dominus Ender 8 Jul, 2023 @ 5:52pm 
Still Works!
Smooth Brain 10 Sep, 2022 @ 1:13am 
Mod still works for 3.4.5
Tribal Warrior  [author] 17 Sep, 2021 @ 10:44am 
I'd have to look in to how to make policies but I don't see why it couldn't be done.
You've actually given me something to think about... I'll make some notes and have a dig around in the game files to see if I can find anything to help figure this out!
TwinIndifferent 17 Sep, 2021 @ 8:52am 
I recently checked out NSC, but it felt to bloated. On the other hand I liked it's feature with policies for ships and weaponry doctrine.
Is it possible to make a group of policies for increased shield/increased armor focus (+75 armor, -75% shield or reversed), same for increased damage from specific carried weaponry like kinetics, lasers, squadrons, missiles (+25%/30% boost).

Even better if AI could use them too...
Tribal Warrior  [author] 13 Sep, 2021 @ 9:22am 
I can have a look at doing something like that. The hard part is figuring out what things I can put in the file that actually do something, I got this to work mostly by disassembling existing games files. The newer version has damage reduction from energy but I do not know if there is any in build things for resistance.
TwinIndifferent 13 Sep, 2021 @ 4:30am 
Sadly newer version is less interesting to me.
Would be cooler if module would not completely disable shields, but reduce them by 75% capacity, give 25% kinetic resist and 50% against energy (rendering lasers as still efective, but not anti-armor now). You still can make ship with shields, but they will take 1-2 little hits.
And possibly could be researchable tech instead of game starting one, as "Honeycomb armor combination" or "Crystal refractive surface", "Some polish cream". Possibly loot from crystal mothershard.
Tribal Warrior  [author] 12 Sep, 2021 @ 8:55pm 
Still works, just as you said a bit much now. I made another version called 'Better Armour' works a bit different. Not quite as over the top, its an augment module that can't stack.
TwinIndifferent 12 Sep, 2021 @ 8:40pm 
It still does work as intended, but I found it a lil' bit cheaty. Still armor stonks.
Tribal Warrior  [author] 7 Jul, 2019 @ 3:13pm 
@superbtc
Not sure, I've not played Stellaris in a while, I'll have to go and have a look myself sometime soon.
As far as I remember there is no visible modifier icon, only your ships have much more health and armour.