Stellaris

Stellaris

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Capture Ships
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26 Jun, 2022 @ 1:13pm
5 May @ 6:27pm
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Capture Ships

Description
This mod adds a mechanic by which warships can be disabled in combat rather than destroyed.

How does this work?
When a ship is disabled, both the original owner and the empire that disabled it will gain a special project to recover the ship with a Constructor within 720 days; whoever completes it first gets the ship. If neither does so in time, the ship will be destroyed.

Can I control which ships will be disabled?
No, there is no mechanic to change the likelihood that a particular ship will be disabled rather than destroyed.

Will I be notified whenever a ship is disabled?
You will only be notified if a large ship (i.e. not a Corvette or Destroyer) is disabled. All disabled ships will be added to your Situation Log regardless.

Will I be notified whenever the enemy captures one of my disabled ships?
Again, only if it's larger than a Corvette or Destroyer.

Can I prevent the enemy from capturing my disabled ships?
If you have the Enigmatic Engineering ascension perk, enemies will not be able to capture your disabled vessels. Other than that, no, there is no mechanic to scuttle them -- you must either recover it for yourself first, or destroy any enemy Constructors that approach it.

Does the AI actually use this?
Yes, I've seen the AI add captured Marauder Galleons to their fleets. It's usually just a question of whether they can get a Constructor there in time.

What types of ships can be disabled?
Vanilla:
- Corvettes
- Frigates
- Destroyers
- Cruisers
- Battleships
- Titans
- Juggernauts
- Colossi
- Star-Eaters
- Pirate/Marauder Raiders
- Pirate/Marauder Frigates
- Pirate/Marauder Cruisers
- Pirate/Marauder Galleons
- Fallen Empire Escorts
- Fallen Empire Battlecruisers
- Fallen Empire Titans
- Caravaneer Destroyers
- Caravaneer Cruisers
NSC2:
- Strike Cruisers
- Escort Carriers
- Battlecruisers
- Carriers
- Dreadnoughts
- Flagships
- Exploration Cruisers
ACG:
- Carriers
- Dreadnoughts
- Supercarriers

Is this save-game compatible?
Adding it to an existing save works fine. Removing it from an existing save will probably break the special projects but otherwise should work fine.

Where should this go in the load order?
This mod doesn't overwrite anything, so any order is fine.

Do you plan to add <feature>?
This mod is still in development. Please leave feedback and suggestions in the comments!
109 Comments
FenFenScreeScree 2 Jul @ 1:48pm 
Does this work with NSC3 as well? I only see NSC2 mentioned
Futstub 21 May @ 8:24am 
What is the chance a ship will get disabled?
Flux 2 Mar @ 11:27am 
Small issue I noticed: if I disable (and then repair) a ship from a federation and I am not in a federation, I am unable to retrofit any of the vessels.
Proxy 22 Feb @ 4:18pm 
does it allow capture of enclaves?
tox 30 Dec, 2024 @ 3:37am 
is there any way to get it to not pop up an event notification every time a ship is disabled? i'm fighting a faction that spams as many ships as possible since they're cheap and weak ships and every half second fighting them the notification will pop up and pause my game
R.I.P*DEATH 25 Nov, 2024 @ 6:37pm 
HI HOW OLD IS THIS MOD?
SO IT CAPTURE SHIP SO DO IT DO IT ALL BY IT SELF OR DO IT NEED HELP WITH OTHER SHIP ? IS THERE OTHER SHIP THAT CAN CAPTURE SHIPS IN THE GAME ? SORRY I AM NEW TO THIS GAME
Ffisher 12 Nov, 2024 @ 2:34am 
@mzilli
Is there any chance of adding a configurable disabled/capture rate?
And possibly an adjustable time to complete the project?
geomagus 3 Nov, 2024 @ 5:23pm 
I see that @Cryptid sent some material for compatibility with Star Wars New Dawn. Is that implemented in the latest update? Or is that coming in the future?
microsausage 21 Sep, 2024 @ 10:59pm 
Awesome mod, well implemented.
I do notice the AI doesnt always decide to repair ships - Ive seen allied construction ships sit nearby and do nothing sometimes. Cant fix dumb AI I guess?
Cryptid 7 Aug, 2024 @ 3:24pm 
@mzilli check your messages