Stellaris

Stellaris

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Vanilla Preservation
   
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24 Oct, 2021 @ 11:27am
28 Sep, 2023 @ 8:18am
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Vanilla Preservation

Description
Updated to game version 3.9.*
Welcome to Vanilla Preservation!

Do you love the vanilla ship components/monster tech/ships and want to have upgrade power of additional tiers of technology, but don’t want your hard earn dragon armor or crystal hull plating to become obsolete? Then this mod is for you.

This mod aims to preserve all the vanilla of the game but also adding 3 tiers of additional upgrade power. This mod adds 3 small tiers of technology but does NOT add new versions of existing components or buildings. It does however add 3 new component slots to ships and platforms to help upgrade the overall power of existing components. Star bases are covered in this but their boosts were added to a new AUX component for two reasons. First is to not mess with the details interface and the second is because basic aux components do absolutely nothing for star bases, so it seemed like a good spot to utilize.

New Component Slots:
## Energy Modulator ##
This slot is the primary upgrade to ship components. It will add an incremental tier upgrade to your ships/platforms for things like damage/tracking/accuracy/energy/shields and some speed/drive upgrades in the later tier. (Tiers 6, 7, and 8)

## Ablative Armor ##
This is where some of the armor and hull are boosted over the tiers. Starts at tech lvl 2 and upgrades at 4, 6, and 7.

## Shield Emitter ##
This slot finishes some of the armor hull upgrades over the tiers. This tech is named after the Master of Orion technology Hard Shields. In addition to adding some armor and a little hull upgrade, it also adds a conditional shield boost. Its conditional because outside of hazards that remove shields it boosts shield strength. This is the only slot that adds a new “feature” to the game. Because hard shields originally allowed shields to work where they otherwise wouldn’t I though why not here too, to some degree. To that end version 1 will allow you to have 10% of your shield strength in a hazard that would remove your shields completely (ie space storms). Version 2 is 20% and version 3 is 30%. Starts at tech lvl 3 and upgrades at 6 and 8.

Files this mod overwrites:
• 00_utilities_aux
• 00_ship_sizes
• 00_starbases
• 18_juggernauts

This mod will not be compatible with any mod that changes these files or adds new ships. If you come across any issues along the way please let me know and I’ll do my best to get it fixed.

I do NOT own any of this, its for free use. If you want to add it in your mod or want to take parts of it for your mod feel free.
18 Comments
bluegreen1024 2 May, 2023 @ 8:26am 
Thanks!
ogdinmar  [author] 2 May, 2023 @ 7:15am 
@bluegreen1024 All fixed! See the change notes for changes made to the components
ogdinmar  [author] 2 May, 2023 @ 6:48am 
Ah ok let me look into this.
bluegreen1024 29 Apr, 2023 @ 8:13pm 
I would also like to suggest that it seems odd for the shield emitter to buff the armor and hull. Also, would it be possible for you to make the base game shield hardening value also preserve your shields in hazards? So, for example, if I equip the vanilla archaeotech shield with 15% shield hardening I get to keep +15% of my shields in hazards.
bluegreen1024 28 Apr, 2023 @ 10:32am 
I have now confirmed that the problem with removing armor/shield hardening aux components persists even when only this mod is enabled.
bluegreen1024 28 Apr, 2023 @ 10:26am 
@ogdinmar This mod seems to disable the armor/shield hardening aux components. I can research armor/shield hardening techs, but they provide no components. I'm playing with a lot of mods, so it could be a mod conflict, but disabling this one restores the hardening components (but I'd rather not disable this mod because I like the idea of it). I wanted to let you know in case it is within your power to fix, but I will also try to launch a test game with only this mod later when I have time, to see if it's conflicting with another mod.
ogdinmar  [author] 19 Mar, 2023 @ 7:21pm 
Yeah when they added some new ship stuff I hadnt gotten around to fixing it. Everything should be working now, with the update i did.
Wizard_ice 19 Mar, 2023 @ 11:42am 
I was just wondering because it appears to completely get rid of components slots for the Juggernaut so I couldn't add any weapon slots because there's no power.
ogdinmar  [author] 19 Mar, 2023 @ 8:54am 
@Wizard_Ice I do plan on updating it.
Wizard_ice 15 Mar, 2023 @ 1:24pm 
hey there just wondering if this mod is abandoned or if it's going to be updated anytime soon