Stellaris

Stellaris

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Lotus Mod - Ship Design Expanded
   
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17 Jul, 2020 @ 1:45pm
28 Oct, 2022 @ 2:20pm
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Lotus Mod - Ship Design Expanded

In 1 collection by Artacool
Lotus Mod Collection
5 items
Description
This mod is a collection of minor balances and expansions I have made to the ship design process of the game, allowing for better balance and more freedom to create specialized ship designs that are both unique and viable for combat. If you would only like to use the Ship Sections of the mod, there is a link near the bottom of the description.

This mod adds the following
-More Useful ship sections that allow for better ship customization.
-Unlocks the Defense Station and Fortress class Defense Platforms that are already in the game code, but not designable for some reason (also slightly modifies them for balance).
-Allows the Titan, Juggernaut to equip 2 aura components (effects don't stack).
-Buffs the Ion Cannon by increasing Utility Slots and adding Aura Components.
-Moderate Buff to starbases by adding large weapons and increasing a few other slots.
-Buffs Starbase weapons sections by increasing the amount of weapon slots they add.

Most ship sections are around the same power level as vanilla classes, except for the Juggernaut was has been expanded into 5 sections. I also gave a slight buff to my destroyer sections, mostly in the form of utility slots, because this ship class has always felt underwhelming.

Sections are unlocked by researching the Improved and Advanced Hull Technology for each ship class.

-----Compatibility-----
A few vanilla files were modified in this mod. However, most of them just change existing values. Mods that also modify these vanilla files will likely cause balance issues (like not enough power from reactors), but will still probably work (except for the 18_juggernaut File). Any mods that adds to these files (for example more ship sections or components) will likely work, just make sure they are loaded after this mod.

-Files Overwritten-
18_juggernauts (Drastically modifies Juggernaut Design format)
00_utilities_reactors (Increases Power Generation for Starbases, Juggernauts, and Platforms)
starbase (Buffs base Starbases, Starbase Weapon Sections, and Ion Cannon Utility slots)

-Existing Patches-
Additional Vanilla Components (Increases Power Generation for Starbase, Juggernaut, and Defense Platforms)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2169401565

----Stand Alone Versions----
Lotus Mod - Advanced Ship Sections
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2179684263
This mod only includes the ship sections (excluding Juggernaut. It doesn't overwrite any vanilla files and is compatible with mods like NSC2.

-----Known Bugs-----
Defense Station and Fortress centers use the default Defense Platform Core for Lithoids. I am assuming that Lithoid graphics were created after they decided not to add Defense Station and Fortress back into the game.
27 Comments
SpamIam 19 Jul, 2022 @ 5:26am 
Update. Playing tonight.
Tried tweaking my Juggernaught. All is well.
Wait.
WHAT?
Yes well it appears whatever broke and kept breaking has been fixed. Maybe an error somewhere else that got fixed?
SpamIam 19 Jul, 2022 @ 4:13am 
Eh. I'll have to try again with different mods enabled sometime: I haven't owned Federations pack till recently.

Also Ion Cannons have the same weapon as Titans. With the Range boost from stations of 50%.
So uh. Stations plus Titans Plus Juggernaughts might be a little too many aura.

I think Juggernaughts are expensive, and powerful.
I might cut from the 10 XL slots available to maybe 6. Two core, Two each side. And I think strike craft should follow a similar pattern of reduction. I might add one XL slot to each wing? and replace some Strike Craft slots with missiles. And soften up those wingtip Missiles.

I don't dislike Auras for Juggernaughts. But I might be tempted to say things like Missile speed, Weapons cool down or even a sublight move speed boost could be fun.
Artacool  [author] 14 Jul, 2022 @ 7:35am 
...continued

My idea about stacking the auras was to enable players to heavily fortify a system against something like an endgame crisis, by parking a Juggernaut and Titan in the system with a Fortress and Ion Cannon. I haven't really done much balance testing because I haven't really run into a situation where I've had a Juggernaut and Titan in a system with a Fortress and Ion Cannon. If you've played doing that and it seems too powerful, I would be down to change it.
Artacool  [author] 14 Jul, 2022 @ 7:35am 
@Spamlam, Sorry for the delay I was on vacation away from my desktop. I just tested the juggernaut in this mod and it worked fine for me (no other mods enabled). Maybe one of the specific sections or with specific weapons that are bugged and I just happen to not try that combination. Could you tell me what sections and weapons you were using that caused it to crash? If it works for federation ships, that's really weird though. Maybe it has something to do with the ship designer itself?

I was thinking about changing the Juggernaut anyway. I was playing a match and they seemed a little TOO powerful as I was able to send them around and solo entire group of enemy systems. I think the main issue is the XL weapons 1 shotting too many things. So if you would like anything specific, I can work on adding it. I am still going to try to balance it though. So I might reduce some of the sections.
SpamIam 26 Jun, 2022 @ 1:26pm 
Ok a bunch of expected crashes later. And a silly exploit for Federations later.
I have 8 Juggernaughts in my federation.
I can modify the core element of my personal Juggernaught, and all is well. Game complains about having no slots for medium weapons or missiles, but those don't end the game. Instead something is making Stellaris call for missing files which kills the game. Which might explain why I can change the core, but neither wing nor Tip customisation slots without crashing.

So I own more than enough Juggernaught for my own needs. But it remains frustrating to have this sort of bug.
Oh well.
Hehe. Federation Juggernaughts with extended range Missiles go WHOOSH
SpamIam 25 Jun, 2022 @ 4:22pm 
ok it's just odd.
My personal Juggernaught no matter what shipset dislikes me.
But Federation ones don't care about my shipset.

WEIRD
SpamIam 16 Jun, 2022 @ 11:00pm 
If you want to go bugfixing in modded, I was playing with the Machine Shipset. And for whatever reason, The ship wasn't rendering in the preview screen either.
I wonder if it's a simple load order issue, i've bugfixed a few of those too.
SpamIam 16 Jun, 2022 @ 10:50pm 
Well bummer.

So I just got to Juggernaught tech.
And go to build one, hey look i can customise it!

Sweet.
Build one for my fed Fleet.
Finished, it's covered in missiles!

Try to build one for my own.
Whoops. Crash.
Wanna bet my mod shipset is busted? Probably.
SpamIam 16 Jun, 2022 @ 2:00pm 
you see between the titan and station aura, we can lower shields by 40% Tracking Aura can give everything +15 tracking to hit and so forth.
Auras would need to be unique to prevent the additive stacking being excessive, or perhaps just duplicate the standard Titan Aura so extra sources don't change anything., just give you a hand on some of the weaker auras from starbases/titans/juggernaughts.
I mean Point Defense Fire Rate? really?
SpamIam 16 Jun, 2022 @ 1:56pm 
Auras that can stack with other auras are a bit strong.
Although the healing Auras are a bit pants because of how small their buffs are.... A healing Aura Destroyer who trades their front slot for that option would be fun.

Also, Its silly, but Juggernaughts, are they able to be modified with different Hull types?
I've got this itch for swarms of Missiles or lots of medium slots, 1 for one for the strike craft for ALL THE BEAMS!
They'd be shorter ranged and lower damage, but it's not like Juggernaughts are supposed to be combat effective anyway. (And we wouldn't be allowed Neutron launchers which would be Extremely Strong)