Stellaris

Stellaris

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Advanced Spaceport Modules with ships
   
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12 Jun, 2016 @ 7:06pm
8 Jul, 2016 @ 9:56am
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Advanced Spaceport Modules with ships

Description
Advanced Spaceport Modules

Advance Spaceport Modules adds 8 new ship classes and the techs to activate them.

It adds single spaceport modules for ship assembly yards, many which activate along with the ship tech.
It adds an additional set of specialized ship yards.

Defend with advanced stations!

Advanced station design includes upgraded armor, heavier structure, increased weapons, and improved fire control for closer proximity.

Advanced Medium Military Stations
Activated through a new rare technology, only after Fortress has been researched
Advanced Large Military Stations
Activated through a new rare technology, only after Advanced Medium Stations has been researched
New rare technology Military Station Mandate
This lowers station construction costs and upkeep

Adds stations to fortified ruler trait and Secure Boarder leader agenda

Ships have now been added, so you can tune your fleet to your own combat style.
This module was built on top of Advanced Fleet Operations, and that module has been dropped so I added ships.
If you already have AFO you can turn it off.

These ships use the same names so existing games will load, but…
I structured the technologies that activate them differently. That means on an existing game your fleets will still have them but you will not be able to build them again until you research the new technologies. I apologize for the double tech hit.

In play testing with AFO I found the single tech per ship blocking on early tech research. In one example both Interceptor and Assault Ship techs came up as 2 out of the 3 choices. Early game I don't feel the need to build that many ships so I went with the non-ship tech as the only choice. Later, along came Frigates and I ended up with 3 ship techs out of the 3 choices forcing me to waste time building a tech I did not want just to get passed it. To solve this, I pair up the ships in corvette variants / destroyer variants / cruiser variant techs.

New games will not have this problem.

Ship classes

Interceptor - Weight reduction on a corvette, faster, fewer hull points, less armor, more evasive.

Corvette - built-in class

Assault Ship - Heavier version of the corvette, slower, more hull points, more armor, less evasive.

Frigate - Weight reduction on a destroyer, faster, fewer hull points, less armor, more evasive.

Destroyer - built-in class

Escort - Heavier version of the destroyer, slower, more armor, hanger bay options, less evasive.

Lt Cruiser - Smaller cruiser, fewer weapons, faster, fewer hull points, less armor, more evasive.

Cruiser - built-in class

Battlecruiser - Bigger cruiser, more weapons, slower, more hull points, more armor, less evasive.

Battleship - built-in class

Fleet Carrier - More hull points and less armor than a battleship, with modules design around hanger bays and point defense.

Monitor - Bigger battleship, more weapons, more hull points, more armor, slower, less evasive.


This module should be compatible with most other modules, except for those that use the same ship names.

New Ships and More mod uses two of the same names, Escort & Battlecruiser
25 Comments
Jenk 27 Feb, 2018 @ 6:34pm 
does this work for 2.0?
kinngrimm 24 Oct, 2016 @ 10:39am 
pls update to 1.3
christophe.poth 10 Aug, 2016 @ 2:41am 
Hi kingrimm ,
i use the two mods and they are compatible in my game...
christophe.poth 10 Aug, 2016 @ 2:39am 
Hi exosolar, and first of allthank for your awesome mod !

I don't know if it's because of the new plantoid dlc or because of the new ships class an more v 2, but the models of your ship class ( light cruiser for ex appears with some space between each sections... as if the ship was disassembled!)
In my opinion it's because of the new ships class and more ( NSCAM for short ) v2 changes ... but i'm not sure...
However i used to play your mod alongside NSCAM and the two were a great addition, because even if some ships share the same class (escort for ex) their role/cost/stats were very different in game .... and in my opinion complementary.
So , it would be awesome if your two mod could continue to get along well together...

thank you again !

regards
kinngrimm 7 Aug, 2016 @ 7:57am 
I wonder if your mod is compatible to a mod which i use for a longer period of time now.
It is called "More Spaceport Modules"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=682659220
Dude_Geode_Miner 30 Jul, 2016 @ 7:32pm 
I really want to use this mod but it keeps crashing my game desktop which is irritating when it is the only mod activated on a saved game. :-|
Eidolan 21 Jul, 2016 @ 9:02pm 
Thanks would be a big help, and from what I've seen alot of people use a range finder mod of one sort of an other. Would also make your ships blend seemlessly with more ship classes mod.
exosolar  [author] 21 Jul, 2016 @ 7:07pm 
Thanks Eidolan, did not know it was another mod.
I can add support, may take a little while to get it in and tested.
Eidolan 21 Jul, 2016 @ 3:02am 
and here is a link to the range finder mod I was talking about incase you have not seen it yet:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=689096817
Eidolan 21 Jul, 2016 @ 2:57am 
I took some screen shots to show the slot I am talking about with range finder.

https://steamhost.cn/steamcommunity_com/profiles/76561197960284256/screenshots/?appid=281990

As you can see the other ship has two slots for computer chips. One for offence / defense the other for engagement ranges. It seems ship classes added by other mods accept the range finder chip but the ones added by your mod do not.