Stellaris

Stellaris

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(-Naval Overhaul Legacy-)
   
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File Size
Posted
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2.537 MB
11 Jun, 2017 @ 8:43pm
23 Oct, 2017 @ 9:02am
20 Change Notes ( view )

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(-Naval Overhaul Legacy-)

Description
This mod completely overhauls the naval combat of Stellaris. Compatible with 1.9.* and 1.8.*

Overview
This mod includes a complete overhaul of weapons, adding in two new ship types, rebalancing FTL types, tweaking existing ship types & military stations, buffing underperforming admiral traits, and tweaking starport levels to improve their performance as they are upgraded. The AI will properly make use of all of these changes.

Main Features
  • New Ship Types:
    • Frigate: Point defense vessel dedicated to anti-missile and anti-strike craft operations.
    • Carrier: the only vessel with strike craft, this ship can be tooled to have an all-fighter build or a mixed fighter/weapons load out.
  • Weapon Overhaul: Virtually all vanilla weapon types have been discarded and a new weapon system has been put in its place. Each weapon type has unique strengths and no longer are there solely one or two superior weapons. See here for an in-depth explanation.
  • Ship Tweaks: In light of the new ship types and weapon overhaul, existing ships, and military structures, have been tweaked to better fit this new balance. Starports now gain notable shields, hull, armor, and firepower as they gain build levels. Additionally utilities and armor has been tweaked as well, with armor capping out at 75% maximum reduction.
  • FTL Balance Changes:
    • Warp: Out of borders wind down penalty removed, base range reduced to 45 from 50, each upgrade in warp grants a 20% FTL speed boost (not in vanilla), and reduces wind down time by 20% (not in vanilla).
    • Wormhole: Out of borders wind up penalty removed.
    • Hyperspace: Out of borders wind up penalty removed, each hyperdrive update reduces wind up time by 35% (versus 25% in vanilla).
  • Admiral Traits Tweaked:
    • Trickster: Sensor Range +25%, Combat Speed +25%, and Emergency FTL Damage -50%
    • Engineer: Hull Regeneration Per Month +5% and Shield Regeneration +25%
    • Gale-Speed: Evasion +5, Regular Speed +20%, and Combat Speed +20%
    • Unyielding: Ship Hull +20%
    • Scout: Sensor Range +25% and removed as independent trait; may show up as a randomly acquired trait.
  • Advanced Ship Behaviour Modules integration: An amazing mod by Issen, used with his permission, has integrated his mod into NAV. On our own volition, we have added some new behavior types, namely minimum/maximum range variations of artillery, flanking, and hit and run.

Mod Compatibility
This mod is compatible with most, but not all, NSC compliant ship packs.

This mod is 100% compatible with the following mods:
AlphaMod
(Glavius's Ultimate AI Megamod)
Fallen Empires Expanded
Relics of a Fallen Empire
Ship Power Stations
Sins of the Prophets: Stellaris

Vanilla Files Overwritten
Given that a lot of vanilla entities had to be edited, a number of vanilla files were changed. Here is a complete list.

Special Thanks
Issen: The author of Advanced Ship Behaviour Modules, an excellent mod that he has graciously gave us permission to integrate into NAV.
CaptainX3 & Crusader Vanguard: The team behind NSC, they have been helpful to us in understanding a number of intricacies of Stellaris’ ship combat.
folk: For being extremely helpful in explaining AI quirks and other AI oddities, in addition to making the Automated Behavior Adjustment mod, which has been integrated into NAV and we thank him for allowing us to do so.
53 Comments
Vrishnak92™ 15 Mar, 2018 @ 6:47pm 
Any word on this mod?
Lavo  [author] 10 Dec, 2017 @ 7:47pm 
Given the huge amount of changes coming in 2.0, and some local changes we are mulling over, there is a high chance we will not be putting out an update until 2.0 comes out.
CyclicRoF  [author] 9 Dec, 2017 @ 7:39pm 
The mod has not yet been updated for the Humanoid Pack.
Lavo  [author] 25 Sep, 2017 @ 7:25pm 
I've updated the mod for 1.8.0.
Lavo  [author] 24 Sep, 2017 @ 1:57pm 
Given the recent changes done in 1.8.0 I cannot give an ETA on when this mod will be updated. Many weapon core mechanics got tweaked and we are unsure of how to proceed with them at this point in time.
pseudonym 9 Sep, 2017 @ 11:32pm 
i Love this Mod!
Lavo  [author] 9 Sep, 2017 @ 10:19pm 
There's a number of reasons, but it was mainly due to a combination of cutting down overlap, i.e. having less weapons in total, that kinetic drivers are one of the default/mandated/etc starting weapons, that there already were five stages for the weapon, and that we wanted one of the three starting weapons to be a high rate of fire weapon. As a result of this, autocannons do not have a place in Naval Overhaul.
Millwrong 9 Sep, 2017 @ 3:29pm 
I don't understad why you gave kinetic weapons autocannon properties. I always thought kinetic weapons where more akin to cannons while autocannons where, well, autocannons.
Lavo  [author] 20 Aug, 2017 @ 4:50pm 
Good call, will change.
AlienGeek 20 Aug, 2017 @ 7:20am 
OK i think i have found a way:
You have to lower the formation_distance.
By setting this value for the MIN behaviours it work better !
formation_distance = 30