Stellaris

Stellaris

98 ratings
Ship Sections Overhaul
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File Size
Posted
Updated
13.098 MB
7 Mar, 2022 @ 3:08pm
31 May, 2024 @ 3:08am
19 Change Notes ( view )

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Ship Sections Overhaul

In 2 collections by LostCreatoR
EXTENDED GAME (Всё на русском)
22 items
MY MODS
9 items
Description

Mod adds new ship sections.
The main idea of the mod is to give more variety, but not change the balance.
Also, all section names have been changed to more appropriate ones.

Added 45 new sections for: corvette, frigate, destroyer, cruiser, battleship, titan and juggernaut.

Creation logic: 1P = 1S, 1M = 1G = 2S, 1L = 1H = 4S.


English
Russian



AI can use new sections, but how effectively depends on the AI.
It's better to start a new game to avoid visual errors. But you can try with your current game.
I recommend using UI Overhaul for the best visual experience.
Ironman compatible: No
Game version: 3.12.Х

Popular Discussions View All (1)
1
31 May, 2024 @ 1:48pm
Bug Reports
LostCreatoR
45 Comments
Locomotor79 19 Jun @ 1:15am 
true the destroyer doesnt have that module
however i whould love to see quite a bit OP sections for every ships
till battleships any higher then that every thing whould be to OP LoL
destroyers are small should only have small weapons slots and Picket slots
no medium or large but G/Missile slots are alowd same is for the frigate
i also whould love to see Cruiser and Battlships whit compleet Hangar bay's and Picket slots and not just 1 slot that's to lame like Paradox did that is lame and weak sauce
minimum 5 per section on hangar bay's per section or more for Cruisers and Battleships
The Engineer Pop 12 Jun @ 8:38pm 
Destroyers can't equip carrier computer despite they can have H hardpoint.
The Engineer Pop 8 Jun @ 11:15pm 
When I see titan.txt there are sterns and mids which have more hardpoints than Vanilla titan. (ex: 2S2P3H mids. The only mid of Vanilla titans is 4L.) How the turrets which is mounted on these module will be seen in game?
The Engineer Pop 8 Jun @ 10:28pm 
I wonder why the key of that module is ""NEW_BATTLESHIP_BOW_[X2]"". Despite its name that module houses only 1 X slot.
The Engineer Pop 8 Jun @ 10:27pm 
@SirBlargsALot
Is this code right?

ship_section_template = {
key = "NEW_BATTLESHIP_BOW_X2"
ship_size = battleship
fits_on_slot = bow
should_draw_components = yes
entity = "battleship_bow_XL1_entity"
icon = "GFX_ship_part_core_bow"
ai_tags = { artillery }

prerequisites = {
OR = {
tech_energy_lance_1
tech_energy_lance_2
tech_arc_emitter_1
tech_arc_emitter_2
tech_mass_accelerator_1
tech_mass_accelerator_2
tech_archaeo_mass_accelerator
}
}

ai_weight = {
modifier = {
factor = 10.0
NOT = { is_preferred_weapons = weapon_type_explosive }
}
modifier = {
factor = 0.1
is_preferred_weapons = weapon_type_explosive
}
}

component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
locatorname = "xl_gun_01"
}

large_utility_slots = 3

resources = {
category = ship_sections
cost = {
alloys = @section_cost
}
}
}
drakon8 30 May @ 12:26pm 
@SirBlargsALot
Thanks !
SirBlargsALot 28 May @ 8:47am 
for anyone wanting to fix the no X slot for battleship it is very easy.
click on the 3 dots for the mod options and choose open folder.
follow this file path: common > section_templates
choose the battleship file and find the line (note pad++ makes this very easy): entity = "battleship_bow_XL1_entity"
replace the prerequisites section with the following

prerequisites = {
OR = {
tech_energy_lance_1
tech_energy_lance_2
tech_arc_emitter_1
tech_arc_emitter_2
tech_mass_accelerator_1
tech_mass_accelerator_2
tech_archaeo_mass_accelerator
}
}

Hope this helps
Deviant 13 May @ 7:56am 
But the battleship sections for the X slot do not appear =-(
Deviant 11 May @ 4:05am 
4.0 - mod work
Mythril Sage 10 May @ 3:11am 
Is this 4.0 Compatible?