Star Ruler 2

Star Ruler 2

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Diverse Hull Types
   
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Type: Mod
File Size
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305.309 KB
18 Feb, 2015 @ 5:25am
8 Change Notes ( view )

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Diverse Hull Types

Description
With the addition of the Titan hull modifier, I felt it was necessary to make hulls to specialize our fleets to make them more effective. I present the Diverse Hull Types mod!
As of right now there are four main hull type additions, there is one more variation in development as well as more ideas on paper as new features are added. This mod will allow SR2 commanders to specialize ships' construction and hull designs to fit their intended purpose. Each hull type will amplify certain aspects of the ship while being detrimental to others. The idea behind this is that the standard ship is thought of as a all-purpose hull so it has no specializations so it is the starting hull type for every empire.

Current hull types:
Lightweight-Features 50% lighter hull mass leading to much needed maneuverability and increased hyperdrive speed while costing 25% less labor, at the expense of not being able to command support ships, 20% less damage resistance and hex hp, and a maximum ship size of 64. Warning about the support capacity, the game will not warn you if you try to put support command on your ship, the cost will go up but no support capacity will be given.

Capital Ship-Large ship construction taken to the extreme. Allows the creation of huge carriers and battleships designed to support large fleets or have extended deployment time. Gives 5% increased weapon range, 15% more damage resistant hexes, 25% lowered maintinence cost and reduced construction cost using the same method as the vanilla Titan Hull. This results in 50% reduced hyperdrive speed, 10% less weapon damage, 20% decrease in support capacity, and a huge 200% increase in mass. This hull is early release for your opinion and input for change in role or balancing.

Carrier-Advanced space management and more powerful equipment are used in the creation of the Carrier Hull. This hull type as its name suggests focuses on empowering the support ships. Features 80% increased support command capacity, as well as a 50% increase in fleet efficiency, while reducing flagship damage by 20%. This hull is accessible in the research grid and like the Capital Ship Hull, the Carrier Hull is released for your opinion and input on balancing or changes.

Supply-This hull type uses an advanced version of the hyperdense laser to transfer supplies to other ships. Grants 200% increase in supply capacity, 25% increase in thruster power, while decreased support command by 80% and weapon damage is lowered by 50% as well. Big thanks to Dalo Lorn for helping me out with getting his supply transfer script working for the hull. This hull is available on the research grid for feedback on balancing and such.

Also I've been making silly mistakes such as forgetting to state variables and such when I'm modding so be on the lookout for things not behaving like they are described.

Suggestions are open, you may pm me or leave a comment, and as always you may use this mod to create your own or modify at your pleasure but please be sure to give me credit. God speed.
28 Comments
GradientApollo 2 Sep, 2023 @ 2:14am 
Before I try this excellent sounding mod, did the issue with disappearing tech get resolved?
Lord 28 May, 2016 @ 5:08pm 
Great idea that should probably be in the base design. Any plans to do something similar for support ship hulls? Fighter/Bomber/Raider/Artillery/Support/etc.
xenoside2003 23 May, 2015 @ 12:37pm 
great mod, but I noticed that for some reason the Telescope, Starforge, Planetoid, and Ringworld are all missing from the tech-tree. Has anyone figured out how to get those back?
Kevlar 3 May, 2015 @ 8:08pm 
Yeah, a few things on my research tree are missing after installing this mod. Although I can't figure out why by looking at the mod in the editor, they shouldn't be.
Lvl 3 Slime 16 Apr, 2015 @ 2:44pm 
Is it me or is the planetoid and ringworld research hex is missing?
ArtofWar  [author] 25 Mar, 2015 @ 12:34pm 
yea that would be nice.
Earl Sneakington 25 Mar, 2015 @ 8:54am 
So I have done the edit to the file. If you want I can send it to you.
Earl Sneakington 25 Mar, 2015 @ 8:03am 
Hay. I love your mod. The new update for the main game is out and it is conflicting with the research base grid. It would be awsome if you could update it.
ArtofWar  [author] 16 Feb, 2015 @ 7:20am 
hmm, not a bad idea. I dont think ill be able to impliment a warmup time but maybe instead reduced turret tracking as an exchange for the increased dmg and reload. More power generally leads to less stability between shots, imo. there is an accuracy factor but that doesnt apply to much besides railguns, if i recall correctly the accuracy doesnt affect lasers as much if at all.
IgnacM991 16 Feb, 2015 @ 4:30am 
What do you think about the spinal mount hull? It could take a role of "glass cannon" with huge boost to alpha damage, but also with some handicaps like reduced armor, extremely tight firing arcs, warmup time for guns etc.
I like to split hair in four, so maybe the capital ship hull could be diversified further into "capital ship killer hull" (with some catchy name like Battleship Hull for example) with big alpha, armor etc. and a hull designed for ships that should eliminate support vessels in no time (high dps, low range, extremely fast reloading time, lower supply cost, broad firing arcs).
Please let me know what do you think about it!
Regards:)