Stellaris

Stellaris

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Tim's Mod (defunct)
   
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18 May, 2016 @ 6:07am
15 Nov, 2016 @ 6:43pm
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Tim's Mod (defunct)

Description
*Eventually they added this sort of combat and combat computers to the base game. I'll just release some tweaks to that as a mini mod, since I don't think fixed-range computers make a lot of sense

Just a small mod mostly to make the combat more tactical, made primarily for myself and friends but feel free to use it and post suggestions if you want

Just the combat updates and ship mass changes are now available here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=779015323
Just the auto corvette station is now available here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=794493812

Overall:
- formations basically scrapped.. combat is much more fluid, expect to see different fights depending on your installed combat computers
- ships all have the same max speed, but altered acceleration and turning (ships also have to decelerate, battleships may start combat ahead of the others as they can't quite screech to a halt like they do currently)
- missing plans unlocked (transport)
- leaders start slightly younger and start rolling for death slightly later
- military ship construction time reduced
- purge time reduced (to compensate for the fact the time is fixed whether the population is 1% or 100% grown)
- max trade deal length increased to 60 years
- all battle computer buffs changed. The defaults were fixed, but I haven't seen much reason to go back to them
- new corvette auto-factory - build it where you want and it pops out a corvette every 60 days for 200 minerals using a random corvette design you have. Will only produce if you have a positive energy income and at least 200 minerals. Requires military stations level 2 tech and a design to then be buildable from the military station menu of the constructor

Stations:
- stations buffed so they don't vaporize in seconds (don't expect them to wipe out a fleet, but they should give you more time to get your fleet there)
- main space station gets much better each upgrade, but costs a bit more minerals. A level 6 station can now deal out some serious damage before being taken out.
- new space station modules 'Enhanced Defenses' and 'Fortified Defenses' - buildable after you research platform tier 2 and 3; adds shields and a large bonus to health. Defensive AI may choose to build it.
- missing plans unlocked (mining station, research station, outpost)
- armour and shield sections on these stations now work so you can arm them if you want, but it will cost extra minerals
*NOTE: If you want cheaper mining/research stations, remove their weapons and equipment in the designer
While Stellaris supports multiple designs for these stations, the constructor will not give you a choice and will just use the latest design.


Standard combat Computers:
- closes to median weapon range and opens fire (due to a bug, standard uses the orbit mechanic at the moment - I had intended them to use the chase mechanic)
- prefers to target same ship it began firing at
- new standard targeting computers for basic and advanced techs, gives a split bonus combining offence and defence

Defensive combat:
- ships actively try and stay at maximum range
- will try and target ships that weapons are most effective against
- prefers to shoot closest targets first
- increased ship health
- ship health regeneration

Offensive combat:
- charges in to minimum weapon range
- aggressively targets ships close to death
- increased ship sublight speed in and out of combat
- increased evasion


Should be safe to save games on install. Uninstall may cause problems if any ships are using one of the new standard targeting computer items.


*WHAT'S NEW*
Corvette auto-factory - fully working (you must have at least 1 corvette design, military base tech level 2, and a station design for it; churns out 1 corvette for 200 minerals every 60 days. I would like to get the actual value of the design, but that doesn't appear possible)
Battle computer buffs all changed since all offensive buffs used to be buggy, and I haven't seen much reason to go back to defaults.
Space station damage reduce but health increased - overall gives a bit more time to warp a fleet in while reducing the destructive power of the station.
Space station weapon range increased - ships can't outrange a station's large guns now (but may still outrange it's smaller guns)
Easter Egg
If you see a dubiously named black hole, probably best to avoid it with your science vessel unless you want to randomly see a selection from 6 mildly amusing jokes (and lose your science vessel). It was requested by a friend
Popular Discussions View All (1)
0
20 May, 2016 @ 5:57am
Mod description
notu
27 Comments
Redcoat123 11 Aug, 2017 @ 12:50pm 
So that's where that black hole came from...well played xD
LialahCrowley 5 Feb, 2017 @ 6:13pm 
Just a suggestion. Wait to update since 1.5 is about to come out
Nickizzy 8 Jan, 2017 @ 11:58am 
How does the mining and research stations work? do they have a "Mining" or "Research" module, or is it based on being in orbit, which other stations can't do.

Could you figure out if you could make upgraded mining and research stations, with percent or flat bonuses?

Could be impossible. Could be a number change.:steamhappy:Thanks!
TortoTheConqueror 5 Jan, 2017 @ 6:40am 
Does This Work With 1.4.1?
notu  [author] 23 Dec, 2016 @ 6:48am 
No problem, I'll do it this weekend
BlackhoveRazgriz 19 Dec, 2016 @ 4:19pm 
Is the mod going to be updated to 1.4.1
notu  [author] 5 Nov, 2016 @ 8:19pm 
Just split off the auto-corvette station too if anyone wants to add that in (it's still contained in this pack too) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=794493812
It's compatible with all saves and other mods
notu  [author] 24 Oct, 2016 @ 8:53am 
Update is out - they changed a few things, not all I kept (such as the individual computers for each ship class seemed a bit pointless). It all appears to be working, but let me know if you come across any problems.
Words and Philosophy 24 Oct, 2016 @ 6:21am 
thank you so much. this mod is really needed.
notu  [author] 24 Oct, 2016 @ 4:35am 
Yes, I am in the process of updating at the moment