Stellaris

Stellaris

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Novio Magnum 2
   
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5.476 MB
29 Jan, 2017 @ 7:54am
20 Feb, 2017 @ 2:34pm
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Novio Magnum 2

Description
Stellaris version supported: v1.4.1
There's already Novio Magnum 3!

Summary
This mod's main focus is on improving the space combat gameplay by increasing the amount of military spaceships, increasing the defensive capabilities of stations and by introducing upgraded versions of existing weapons with new effects. Also included are new components and buildings. All of these are based on the existing vanilla versions and will build upon those rather than deviate from the existing gameplay. Ships and military stations have working turrets. This mod contains no new models but will instead show enlarged or composite versions of existing models.

Compatibility:
Any mod that changes Vanilla technology, ships, colors, components, buildings, ship names, spaceport modules or war demands will probably not work (well) with this mod. Mods that change the Vanilla interface, system initializes, traits, armies, fallen empires and other non-playable countries, policies, edicts and events should have a high chance to be compatible.

Military Spaceships
Six new military spaceships have been added and have their associated technologies. Every 11 years a new ship technology will become available for research. Each of the existing ships has an improved version and two even larger ships have been added: The Carrier with 4 sections and the Titan with 5 sections.
Ship behaviors have been modified to improve the flow of combat. The assembly yards have been modified to support the new ship classes. The AI will use assembly yards now. An assembly yard now supports all ships of that type and smaller.
Ship and fleet scaling has been modified. Fleets will dock further from a planet.

Stations
A new military station, the Citadel, has been added. Frontier Outposts, Spaceports and all other civilian stations in the game have been weaponized and upgraded. The spaceport, frontier outpost and all military stations are capable of using extra large weapons. The build costs and maintenance costs of military stations are halved when build.
You can build a lot more outposts as the influence maintenance costs have been reduced to one tenth of an influence point. The AI will make aggressive use of frontier outposts and colonizing so you can expect them to grab any free space they can find pretty efficiently. Frontier outposts have a FTL magnet. Every station has a combat computer which will handle targeting during combat.

Ancient Weapons
All common weapons have an Ancient equivalent which does considerably more damage. All new weapons have their own unique effects associated. These weapons are a continuation of the existing weapons and can not be reverse engineered.

Utilities
Every ship and station comes with a built-in reactor which will supply power to the ship and give a bonus to shield hitpoints. All auxiliary and other components have an Ancient equivalent which give better bonuses. All ships and stations have a combat computer. Armor now gives health as well. Shields now improve linear.

Auras
All stations can have one offensive and one defensive aura. Carrier class vessels have a defensive aura. Titan class vessels have an offensive aura. Defensive auras also reduce upkeep slightly. You have to research auras before you can use them and they all have a second tier.

Combat
The AI will use more varied weapons which will result in more diverse battles thanks to improvements to the automatic ship designer. Zooming has been improved with more steps and a closer minimum zoom. The limits on the effects have been doubled. Death effects last twice as long. Non-combat effects have been reduced.

Buildings
All common buildings can be upgraded to higher versions now: this includes capitals, power plants, power hubs, mineral networks, mineral procesing plants, mineral silos and laboratories. There's a planetary edict which you can enable which will upgrade buildings automatically for a limited time.

Wars and Vassals
The base of the war score costs have been halved so its now much easier to win or lose big. Countries can be subjugated when hostile: small countries will surrender to bigger countries, even when on hostile terms, without the need for a war. Subject integration is cheaper and it's now possible to integrate multiple vassals at the same time.

Pirates
The pirate events have been buffed to pose a threat against the stations now that they can defend themselves. A large pirate fleet will harass you as soon as you progress beyond your starting position. Every country will experience this when they first expand.

Trading
There are new technologies which unlock 3 types of trade ships: Freighters, Tankers and Passenger Liners. You can design these yourself and build them at a spaceport. They will automatically perform trade with other friendly spaceports, or you can manually send them to dock at any planet. They will give minerals, energy or influence when they dock.

Experimental: Sector Types
A new sector type was added which enables sectors to build military ships. These ships will join fleets with rally points set. You can't directly order them unless they have joined one of your existing fleets or you disbanded the sector. You can delete them using the "Delete" button. You don't pay maintenance for them until they are under your control.
There is also a new sector type that builds trade ships.

Other modifications
Traits for the new ships and stations, all crisis events can happen during a single game, halos have been removed from all effects, trails are gone, upgrading is faster and less expensive, fleet power calculation is more balanced, sectors will build spaceport modules, the AI will colonize further away, planetary edict to increase size, planetary edicts that increase planet resources.
19 Comments
vrnvorona 7 Apr, 2017 @ 3:25am 
Any upgrades planned?
Amazing_Adam 5 Mar, 2017 @ 12:23pm 
I am experiencing a bug where ALL ancient weapons deal 1 Damage and have 1000 Damage average. Help?
Interstellar Revenue Service 25 Feb, 2017 @ 5:09pm 
A true shame. I've chosen to stick with Novio Magnum, though. Hopefully in the future Paradox will provide a more dynamic API for modding to allow "adding" rather than "replacing". Thank you very much!
ScepraX  [author] 25 Feb, 2017 @ 2:29pm 
@Death, Destroyer of Worlds: I've taken a look at the mod in question and simply put: it overwrites the default engineering technologies which this mod does as well. The one from that mod is simply loaded later thus overwriting the new technologies from this mod and with them the requirements of the new components for those technologies. It also seems to overwrite the default buildings (which this mod does as well), planetary edicts (I'm only adding ones shouldn't be a problem), society technologies (this mod only adds society technologies it does not overwrite the vanilla ones), and ethics and governments (which are expected given the nature of the mod, but this mod does not touch those at all). So you should also not be able to use any of the new buildings. I can't really fix this because the new ship technologies are integrated with existing engineering technologies.
Interstellar Revenue Service 25 Feb, 2017 @ 1:53pm 
Hello ScepraX, I love your work but have run into a bit of an issue with another mod, though nothing, say, major. When using Novio Magnum 2 with Ethics & Government Rebuild, upon starting a new game all my ships would be equipped with some very late game gear, more specifically tier X thrusters and armour. Is there anything I should look into? Or should I ask the author of the other mod? (I ask here since Novio Magnum 2 was the newest addition to the pack)
Z 23 Feb, 2017 @ 2:49pm 
Fair enough. Unfortunate to have to choose between this and those, but not all mods can be compatable. Thanks for taking a look at this.
ScepraX  [author] 23 Feb, 2017 @ 1:30pm 
@Gomurr the Ancient: You can find the logs at: C:\Users\<UserName Here>\Documents\Paradox Interactive\Stellaris\logs. Those two mods would certainly cause pretty massive compatibility issues as they do many of the same things as this mod, altough I'm not saying the results may not be impressive. But I'm pretty sure I can't make them compatible. I'm not really sure how this would lead to having pre-FTL civilisations that behave like normal countries. I might be able to replicate the issue by having the conflicting mod but I don't have any clue as to where to look.
Z 23 Feb, 2017 @ 12:53pm 
Ok, it hasn't been crashing the game, so I don't have a crash error log, and am not sure where to find any other kind of error log. I've been going through my mods and testing to see what causes this. So far I've identified New Ship Classes & More 3.0 and Improved Space Battles [Balance] as having incompatability with this mod leading to the issue with the pre-FTLs. Those are the only two I was able to identify so far, but hopefully that should help you triangulate what the file causing the issue is.
Z 23 Feb, 2017 @ 11:09am 
sorry, reposted to add more detail, didn't think you'd see my post that fast. I'll look into getting the error log.
Z 23 Feb, 2017 @ 11:07am 
Hey, this mod looks great, thanks for your work on it! Just wanted to mention I'm experiencing the same issue Daggra1 posted about. When I start a new game with this mod on, every pre-FTL civilization is listed as a normal empire (i.e. I set the game for 22 AI empires, and have 150), has territory in space, and I have notices for contact with any pre-FTL civilizations whose borders touch my own. When I disable this mod and start a new game, this no longer occurs. I can't say if it's something in this mod itself, or something in how it is interacting with one of the other mods I run, but it appears that it is this mod that has causes whan daggra and myself are encountering. This isn't meant as criticism or anything, just wanted to let you know what I've found. Thanks again for your work creating this!