Stellaris

Stellaris

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Dalek Shipset [4.0]
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59.366 MB
7 May, 2024 @ 11:26am
27 May @ 7:20am
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Dalek Shipset [4.0]

In 1 collection by VelociRandom
Dalek Content
5 items
Description
This mod is a work in progress - things *will* be broken or behaving in unexpected ways. Please tell me if you spot anything!
Currently for Stellaris 4.0.
(Might work on versions going back to 3.12 when Paradox changed how Graphical Cultures worked, but anything before that definitely won't work, and the 4.0 changes are untested on earlier versions.)


Exterminate!

Conquer the galaxy in the style of everybody's favourite genocidal salt shakers! Standalone shipset mod, no portraits included, so that people can just subscribe to the modules they want and things don't all break at once with game updates.



Ships currently implemented:
  • Corvette
  • Frigate (Placeholder)
  • Destroyer
  • Cruiser
  • Battleship
  • Titan (Placeholder)

  • Science Ship
  • Construction Ship + Drones
  • Colony Ship
  • Military Transports + Drop pods
  • Fighters (Placeholder)

  • Defense Platforms
Anything not on this list will look like the Fungoid ships until I get around to implementing them.
All the main military ships will end up with more unique models when I find the time and motivation, but likely not until at least all the other major models are added.

Note: I have had to modify the fleet defines to space the ships apart a very small amount more than vanilla to stop the larger ships from intersecting constantly, because they're much wider than vanilla Stellaris. This shouldn't break anything, but it unfortunately affects all ships, so if you have another mod to affect fleet spacing you'll probably want to load that after this.



Other Mods:
Recommended alongside my Dalek Advisor mod!
Dalek Advisor by VelociRandom
And my Animated Dalek Portraits mod!
Animated Dalek Portraits by VelociRandom

This portrait set and my Animated Dalek Portraits are now built into the Whoniverse Galaxy Mod, so if you want to play with game-changing elements, use that.
Whoniverse Galaxy Mod by Ergotoxin

Should also work alongside the Genesis of the Daleks mod for those wanting Paradigm/Classic portraits (though some people have reportedly run into issues between these two)
Genesis of the Daleks: A Species Mod by Wise

Should also be completely compatible with Nouvilas' Dalek mod (Just make sure you pick the right shipset if you use both mods!), assuming it updates.
Dalek Empire Mod by Nouvilas

NSC is not supported, and likely never will be. Or at least until the rest of the shipset is done, because that's a lot of work. Any missing models should just fall back to the Fungoid design, so it should still be playable.
There is now an NSC patch! Huge thanks to Fran!
65 Comments
Fran 2 Jun @ 5:09pm 
Ohhh... and if you want... You dont need that *na never nsc* part in your description anymore *smiles a bit* enjoy your day! Sadly need to rest now. Did to much patches today and getting tired :D
Fran 2 Jun @ 5:07pm 
@VelociRandom
Keep me tuned up, and i see to split those appart to patch the NSC Version of this to a version with mor varity. Don't forget you dont need to always do new meshes. Recolors, or painting stuff can also sometimes help to create new moduls.

Or set some attenas or simple stuff. Sometimes just small details also give varity. Don't always need to be big new ships :) but a hint, if you wanna complete your set on a big step, check out for a starbase. Maybe mashup your turrets with a ship or something, if you dont find something new :)
VelociRandom  [author] 2 Jun @ 5:03pm 
Ah! So not necessarily *easy*, but pretty straightforward. I do have several other models in the works, for the stations and the juggernaut (the Emperor's flagship from Parting of the Ways) and eventually I plan for every ship to actually have a unique model, so I'll give some thought to what the NSC ships could be covered by!
Fran 2 Jun @ 4:57pm 
Some shipsets also have for example different models for their sections. So the STar Trek ones. Having Akira, Excelsior and Olympus all on Cruiser, so you can split thos eAssets apart to fill the role of Strike Cruiser, Battlecruiser and Cruiser

If i know the universe i also try to atleast find a good spot for everything matching the lore

But you're very welcome. A User of your Mod asked me to do a patch so he can do a NSC3 playthrough :)
Fran 2 Jun @ 4:57pm 
@VelociRandom
For Shipsets with less models like yours, or like the Dalek have you either resize other ships (what i did to your colony ship, since it looks the best for carrier and Juggernaut) or you Mashup two ships. (like i did for Strike Cruiser) Its just basicly trying to work around it.

Mostly resize does it also. So you for example since Dreadnought is in NSC3 just a bigger Dreadnought its logical to resize the Battleship for a bigger Dreadnought if no assets is there.

Rest is just working moduls on correct places and try to match locators on suiting sections.
VelociRandom  [author] 2 Jun @ 4:49pm 
Oh damn, that's a surprise! I haven't really had a chance to sit and play Stellaris recently so out of curiosity - what did you do for the Juggernaut? And was it a difficult integration? If it's not a huge amount of work to do maybe I could reconsider NSC integration. But thanks for putting in the work :)
Fran 2 Jun @ 4:13pm 
VelociRandom  [author] 27 May @ 7:22am 
It was a touch more than that in the end, but all updated now. Enjoy!
Hornet 25 May @ 7:18pm 
the only issue that needs fixing is the fact ships pop up as biological, making the mod unplayable, i havent had much issues in my playthroughs so far, theyve ironed out much of what was broken
VelociRandom  [author] 25 May @ 4:39pm 
I am aware that this is in need of an update. Unfortunately 4.0 isn't the most stable right now, so I'm waiting for things to smooth out over the course of a couple hotfixes before I sit down and fix it.