Stellaris

Stellaris

Command Ship (Fleet Templates)
42 Comments
Cooked Ewok 9 Aug, 2024 @ 9:25am 
@Maschinenmensch looks like the elves of stellaris shipset
Maschinenmensch 8 Jul, 2024 @ 4:30am 
Nice
What's that Shipset?
acv55555 24 Feb, 2018 @ 6:51pm 
Could you update this mod for 2.0 please? Its such a wonderful and useful tool
Kase 13 Feb, 2018 @ 11:46am 
Now I can't play stellaris without this mod, thank you man. I hope you can improve it once 2.0 releases and make it even better :D
Memento Mori 11 Jan, 2018 @ 5:27pm 
v Yes please.
okello 11 Jan, 2018 @ 5:22am 
Please update, would really like to try it.
Kill3rCat [1st FORECON] 12 Nov, 2017 @ 6:07pm 
Sad this mod seems to have died. Hope you manage to get automatic merging without teleportation working, as that's a bit of a deal-breaker for me.
iScheme 8 Nov, 2017 @ 12:42pm 
Is this mod no longer getting updated? Does not work with the latest version of the game for me. =/
Megla 5 Nov, 2017 @ 6:57pm 
OK Everyone who is wondering how to get multiple fleets working. Here is a little workaround.

Basically you can have more than 1 fleet reinforceing with this mod. However, the mod only checks the first fleet for casualties. Meaning that it only builds ships when the first fleet has a couple of them missing.

But once it notices that it needs to build shios, it will reinforce all fleets. So all you need to do is delete 1 corvete from the first fleet (if it is at full capacity), and all the fleets will reinforce 1 round of ships. So you need to do this over and over untill all fleets are reinforced.
iScheme 2 Nov, 2017 @ 5:01pm 
Update this please.
Hirodripto.rl 28 Oct, 2017 @ 4:13am 
Can you make a patch for the BSG shipset, not the deadlock one the other one, since it has 3 sections, it has 3 mercury battlestars inside eachother in a line and its sort of weird :C
Megla 27 Oct, 2017 @ 8:38pm 
Can nonfirm. The command ships only work for a single fleet. Ypi are unable to have multiple fleets. But as soon as you add the command ship to the main fleet, the reinforcements start popping back up.
Sporego 27 Oct, 2017 @ 5:59pm 
I love this mod. It makes the game so much more playable
daxx 26 Oct, 2017 @ 9:22am 
Mod is amazing. Have you posted on the Paradox forums requesting for the API functionality to make this mod perform as you envision it?
Jakeman, Noble Citizen of London 25 Oct, 2017 @ 3:00pm 
I'm also having the problem that sceiler has. It only builds up for one fleet.
Socialist_Bismarck 25 Oct, 2017 @ 2:21pm 
You might want to talk to the nsc authors, they know a lot about how to code ship effects.
sceiler 25 Oct, 2017 @ 1:21pm 
Works almost perfectly for me despite having quite a lot of different mods, which change ships, ship appearance etc. I only have an issue when building a second command ship. This one does not get build up. What would you need from me to help you debug it?
Peter34 25 Oct, 2017 @ 10:16am 
I’m well aware that you’re doing the best that can be done. I just happen to think that the costs of using this version of the mod vastly outweigh the benefits. Fingers crossed that Paradox will open up their gane engine in the future, so that modders can do more.
Saga  [author] 25 Oct, 2017 @ 9:30am 
Thanks for the feedback everyone.

It seems like Paradox may be changing a lot of things regarding combat and starports in a future patch according to the pictures they are releasing, hopefully they might even implement proper templates and this mod is no longer necessary.

The biggest limitation right now is that mods can't queue up ships or merge fleets, only create them instantly in a "cheaty" way. I don't think ships created this way take into account any upgrade modules on starports, and I don't think there's any way for me to apply tracking / damage bonuses to ships after creation. I'll see if I can add compatibility with other ship sizes mods in the meantime.
Zakarus 25 Oct, 2017 @ 12:46am 
Keep at it mate a good mod.
Epsilon Rose 24 Oct, 2017 @ 3:53pm 
Does this mod take into account things like upgrade modules on a star port or tactical resources?
capitaine raynor 24 Oct, 2017 @ 1:44pm 
cool, you have to continue to develop it :) and compatibility with other mods
Good luck, it's a very good idea
Peter34 24 Oct, 2017 @ 5:26am 
I don’t recall ever having seen anyone demand ships that can teleport instantly from one end of the galaxy to the other.
Peanutcat 24 Oct, 2017 @ 3:48am 
Will there be a downscaled ships compatibility patch?
Ravenous 24 Oct, 2017 @ 3:36am 
this is something us players have demanded since launch. Good work dear sir, good work.
Sheaffey 24 Oct, 2017 @ 3:10am 
Tbh this feature or something like it should be in the basegame. Good stuff
Hirodripto.rl 23 Oct, 2017 @ 11:01am 
i have a few mods like bsg shipset and it dont work e.e
Sirk nimrac 22 Oct, 2017 @ 7:40am 
Doesnt seem to be working for me. Probably a mod conflict, but i have no idea which one.
Kemon 21 Oct, 2017 @ 1:14pm 
Would this work with more ship classes and more
dustfang61 21 Oct, 2017 @ 11:42am 
i love the ideal! but ill wait untill you find out how to add support for the more ship size mods
Hirodripto.rl 21 Oct, 2017 @ 8:03am 
Any chance of compatibility with sins of the prophets
Socialist_Bismarck 21 Oct, 2017 @ 6:29am 
This seems really cool!
Sky Guy 21 Oct, 2017 @ 5:59am 
This is an awesome concept, and I'm so excited to see a finished version of your mod! Fingers crossed for future NSC compatibility.
Peter34 18 Oct, 2017 @ 6:34pm 
Your mod screws up the Ship Designer. Every time I want to refit one of my Corvette designs, and I click on an S small slot, I get a long-ass list of those Command Modules.

I imagine they’re sorted to appear at the bottom of the list of modules chooseable for that slot, but it’s still annoying, and I’m also looking at mods from a multiplayer perspective. Command Ship modules showing up in the list, when refitting a Corvette, will confuse a lot of players.
Saga  [author] 18 Oct, 2017 @ 3:34pm 
There's basically two issues:

1) It seems like mods can't obtain the total ship build time and cost reduction modifiers for a country. So the mod has to look for every civic / tradition / trait / agenda / tech individually and apply those modifiers itself. It can be done for most of that stuff but it's a bit time consuming. I'll add more though.

2) I haven't found a way to set the event timers with a custom variable. This is not a problem for cost reduction modifiers, as you can use loops with custom variables to subtract the cost. The problem is with ship build times. This is a big limitation because it means that if you wanted to add ship build time modifiers for every civic, tradition, etc., you'd have to do hundreds of if / else conditionals to account for all combinations the player might have. I don't think there's a workaround for this.
Peter34 18 Oct, 2017 @ 1:43pm 
I use a mod that adds Repeatable Techs to reduce Warship build time, build cost, and other stuff like maintenance.
Saga  [author] 18 Oct, 2017 @ 1:33pm 
Yes you can have many command ship designs with different ship amounts. The mod should send the correct reinforcements to each fleet. Only civics and traditions affect ship build times and costs currently.
Peter34 18 Oct, 2017 @ 10:58am 
So can I have one Command Ship for my Fast Fleet, specifying 350 Corvettes and 150 Destroyers, and a different Command Ship to use in one or more Heavy Fleets with, say, 25 BS, 75 Cruiser, 250 Destroyers and 150 Corvettes per fleet?

And are effects on build time/cost modifiers from Edicts taken into account by this mod, or only vanilla modifiers?
Peter34 18 Oct, 2017 @ 10:53am 
So if I have 3 Corvette designs, and my Command Ship says 120 Corvettes, then over time I’m likely to end up with 40 of each? Assuming all 3 designs are equally likely to die?
JUstme27 18 Oct, 2017 @ 4:40am 
Best pick for mod to add ships to is NSC (obviouslu though)
Boxington Washington 17 Oct, 2017 @ 8:33pm 
hummm,
an interesting concept, I'll give it a try and let you know what I think