Stellaris

Stellaris

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Better Ship Sections
   
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6 May, 2019 @ 1:32pm
22 Oct, 2021 @ 4:45pm
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Better Ship Sections

In 1 collection by Mordachai
Mordachai's Mods
6 items
Description
Adds more variety to existing ship classes to allow you to better specialize your designs for your technology, tactics, and strategies.

Destroyer:
+ 10 evasion (45 evasion base)
+ Gunship bow (3 sm)
+ Missile bow (1 torp + 2 sm)
+ Picket stern (2 pd)
+ Gunship stern (2 sm)
+ Missile stern (1 torp)
- Artillery bow - cruisers are now first ship class to get large mounts
+ Auxillary slot (2 total)

Cruiser:
+ Carrier bow (1 bay)
^ Missile bow (2 torp) [was. 1 torp + 2 sm]
^ Missile mid (1 torp + 2 pd) [was 1 torp + 2 sm]
+ Missile stern (1 torp)
+ Defensive stern (2 pd)
+ Auxillary slot (3 total)

Battleship:
+ Missile bow (3 torp + 2 pd)
+ Missile mid (4 torp + 2pd)
+ Missile stern (2 torp)
~ Carrier mid (2 bay + 4 pd) [was 2 bay + 2 pd + 2 sm]
+ Carrier stern (1 bay)
+ Defensive stern (4 pd)
+ Auxillary slot (4 total)

Titan
+ Dual XL bow (2 xlarge)
+ Carrier mid (4 bay)
+ Missile mid (8 torp)
+ Defensive stern (8 pd)
+ Auxillary slot (5 total)

Ai:
Will prefer defensive sterns if their pref isn't missiles nor strike craft (both of which already include PD)
so the AI makes much more balanced ships against enemies that are missile or strike heavy.

UI:
Improved the ship designer's consistently.

Compatibility:
This overwrites the vanilla files:
corvette.txt, destroyer.txt, cruiser.txt, battleship.txt, and titan.txt
Hence this is may conflict with any mod that also overwrites those files.

Note: this is not NSC compatible - and really has a very different goal.
Because this changes so little, and doesn't touch the 00_ship_sizes.txt file, this is compatible with all name lists and ship sets. It only requires the standard models and names - it just adds more flexibility to your ship design choices allowing you to have a true carrier or torpedo focus - and to have better point defenses on your ships to deal with those enemies who do go heavy missile and carrier. Also upgrades the Ai to take advantage of those options so that a missile based Ai will actually build ships that are missile heavy (and which have some PD built-in - which is a smarter design choice most times than what vanilla supplies).

Also: I'd enjoyed several other similar mods, but found that most mods that say added "true carriers" tended to then make the game too carrier-friendly and were in need of either nerfing their carrier designs, or offering other empires some options to counter carriers. So here, I chose to increase flexibility of ship design while also ensuring that the Ai and players have access to designs that can counter one another - and there is no 'always-wins' design choice - only situational winners.

Adaptation to 2.6 & russian translate by Petrovytsh (Thank You!!!)
95 Comments
Mordachai  [author] 7 Dec, 2022 @ 4:30am 
Anyone is welcome to update this mod. I have been consumed by Distant Worlds 2 and a much larger mod I'm building there.

At some point I may return to Stellaris, but it's not something on my current radar.

Since I haven't updated this in at least 6mos, there are likely some issues with it. But I just don't have the time to maintain it myself. Apologies, and hopefully someone would like to update it themselves. It's not a lot of files to update, but you have to look at the differences in how things are from Stellaris today as compared to 6mos ago (thereabouts).

Some folks might want to check out Distant Worlds 2. Not quite the same experience as Stellaris - different cuppa - but a hellova game in its own right.
bobbertcanuck 28 May, 2022 @ 6:42pm 
Does this work on 3.4?
Mordachai  [author] 14 Jan, 2022 @ 1:27pm 
Appreciate both the bug reports & the positive feedback :)
yeah, the core game has removed some basic sections - and more of them still in the later shipsets it seems (I had already scaled back use of sections that they stopped supporting in a previous pass). I can perhaps look at overloading some of the existing sections to make it not so visually wrong -- but without the gun hardpoints - the turrets won't be visible. Should work okay, I believe, but less than ideal.
Tempest Prince 10 Jan, 2022 @ 2:19pm 
It seems like those shipsets I mentioned, as well as the humanoid ship set, all lack the missile bow and core for battleships. Every single other shipset has those two sections though.

The fungoid missile bow does seem to have a minor issue though: at least in 3.2.2, the missile and point-defense turrets don't appear in the hardpoints, despite being equipped. That's only an aesthetic thing though.

I do want to thank you for this mod though! It's vastly improved my enjoyment of the game.
Mordachai  [author] 7 Jan, 2022 @ 5:01am 
Hmm... I think some of the shipsets fail to include some of the sections I refer to - so in specific cases specific sections can look dumb / weird.

I thought I'd addressed that a while ago - but maybe the newest shipsets from Stellaris have even fewer sections? lame, if so.
Tempest Prince 5 Jan, 2022 @ 11:29pm 
I've noticed that this mod doesn't really play well with a few of the DLC shipsets-- namely the Lithoid, Necroid, Aquatic, and Imperial sets --and it causes empires that would normally use one of the sets to instead default to another one. This isn't a huge gamebreaking problem, but it did throw me for a loop to see a lithoid empire using mammalian ships and avian space stations. Figured I might mention that to you.
Mordachai  [author] 1 Nov, 2021 @ 5:02pm 
the other option is 2PD, but there's already plenty of PD if your mid-section is also carrier.
I like mixing missiles and fighters on my carriers - not a bad combo.
I pay less attention to the computers - but as you say - the AI isn't anything to get excited about.
PookySmile 1 Nov, 2021 @ 10:14am 
Maybe that would make sense, if you try to keep vanilla balance.
(I just keep this slot manually empty).

Personally, I dont understand any other slots except for PD and H on so called "carrier" ships.
Because the idea of a carrier is to stay as far away from combat as possible, and launch squadrons of fighters. As soon as you put any weapons on this ship (even with carrier computers) the ships move too close to the frontline and get targeted as any other combat ship.
But thats an issue with vanilla game balance and ship behavior.
I use mods with advanced carrier computers where they stay at the far edge of the system and engage from great distances.

Anyway, yours is a great mod, really like the changes. Especially +evasion on destroyers, suddenly they are now much more usefull)
Mordachai  [author] 1 Nov, 2021 @ 6:50am 
I renamed vanilla sections to be consistent across all sizes - so you can trivially build your ships sensibly -- instead of them having random different names.
I also kept the same game-balance, where a 1H == 1L == 2M == 2G == 4S.
I could change that 1M to 1G. That'd be both fair and more sensible...
PookySmile 29 Oct, 2021 @ 1:38pm 
Checked the game without any mods..
And yes, this mod simply renames vanilla battleship "hangar bow" (1H + 2PD + 1M) to "carrier bow" with the same 1H + 2PD + 1M ..
Maybe consider changing this unnecessary 1M to +1H of a total 2H+2PD