Stellaris

Stellaris

[OBSOLETE] Space Combat Expanded - Dreadnought Class
78 Comments
Briggs 28 Mar, 2020 @ 8:35am 
@Lunarauss, they said in the announcement that the mods was free to adopt.
Na'avi 28 Mar, 2020 @ 8:16am 
For all interested, I fixed the txt files for the Dreadnought and Carrier, making them again able to wield weapons. I'm not a modder perse so I don't know how much else is "broken".

I can share the txt-files if you like.
Porev  [author] 19 Mar, 2020 @ 7:07pm 
@ScootaCross
We will not be updating SCX anymore. You can read the announcement here
ScootaCross 19 Mar, 2020 @ 7:04pm 
Needs an update. As of 2.6.1 Dreadnaughts have no weapons
Briggs 25 Oct, 2019 @ 4:54am 
Guess they need to nerf Carriers to compansate.
zulu9812 24 Oct, 2019 @ 9:07pm 
Dreadnoughts are underpowered, currently seems worse than battleships.
onit 13 Oct, 2019 @ 12:01pm 
k thanks
Princess Stabbity  [author] 13 Oct, 2019 @ 4:11am 
It works, it doesn't need an update, the 2.4 launcher has issues, please disregard version mismatch warnings.
onit 13 Oct, 2019 @ 12:04am 
does this mod work and how can i get code to make it work on 2,4 update
Princess Stabbity  [author] 16 Aug, 2019 @ 5:21pm 
AI Empires, Federations, and just simply the script not being airtight, with some loopholes I could never find a way to patch up. Hard caps are a lot more reliable and a lot easier to control on both player and AI side.
Briggs 14 Aug, 2019 @ 1:32pm 
I think they had a soft cap once upon a time, but it had to be "hard coded" for each ship up to a hard cap and there were issues with the AI empires.
Pamparampampamparam 17 Feb, 2019 @ 10:14am 
Would you consider removing the hard 20 ship limit? I like soft caps but hard caps like that just feel arbitrary.
N3V3RFORGOTT3N 19 Dec, 2018 @ 4:00pm 
all the SCX ships seem to work well with real space btw i dont see any isues least with minimal testing so far i just hope it plays nicely with glavius AI mod ill tell u anything i find once i start playing now that i got all my mods working
N3V3RFORGOTT3N 19 Dec, 2018 @ 3:57pm 
well it works now it was another mod that was messing it up
N3V3RFORGOTT3N 19 Dec, 2018 @ 3:49pm 
i tested it out using vanilla ship set the 2nd time to make sure ill retest it as well
Princess Stabbity  [author] 19 Dec, 2018 @ 11:12am 
Ohhh... okay that's a lot more informative. Thank you! We'll investigate it.

Could you tell me what shipset you were using?
N3V3RFORGOTT3N 19 Dec, 2018 @ 1:34am 
i tested this out btw i was using real space and some other mods but i started up the game researched all tech and was able to build it but if i did it came out as a texture bos IE no textures for it and if i went into ship designer to change it it would crash my game
ZeroSumPhase 15 Dec, 2018 @ 3:52pm 
Not presently working with the current 2.2 build. The ship appears in technology as available to learn, but is missing its correct text. Once the technology is learned, the ship is not available.
ReđÐeαтħ 10 Dec, 2018 @ 6:28am 
Cool, always wanted one of those.
Briggs 10 Dec, 2018 @ 4:27am 
@RedDeath: They are digging the magic "make it work" button out of their closet. Please stand by.
ReđÐeαтħ 9 Dec, 2018 @ 11:42pm 
Any plans to update to 2.2? :)
Princess Stabbity  [author] 29 Sep, 2018 @ 11:42am 
@TNS: There's nothing we can do about it sadly. Ship-class specific names are defined within individual namelists. Our ships will take names from the "generic" category, if there is one, but if the namelist in question only has class-specific names, SCX classes have to be added to it, not the other way around.
TNS 27 Sep, 2018 @ 6:13am 
Just want to point out there is a minor bug with Space Combat Expanded ships (such as dreadnoughts and carriers) don't have namelists for ship classes for special custom empires that spawn in-game such as Event Chains.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1523989632
(these guys are from Distant stars i think)
Really a small thing, but just pointing it out there.
Cúchulainn 7 Aug, 2018 @ 10:54pm 
Hmm, I was wondering if there was maybe a very expensive technology , or maybe a giant negative Relations multiplier to tack on? I mean, I can understand why you'd like to balance against infinite production, but in reality, if a nation/empire wants to produce a giant armada the only HARD limit should be resources. What about adding on federation naval capacity as part of the dreadnought limit? Or multiple vassals?
Archaeon 2 Aug, 2018 @ 11:12pm 
love the mod but theres an issue with the actual turret mounts. Reversing them so that they face 'forwards' in idle position makes them fire backwards in combat itself. makes taking pretty in-combat pics wierd, to say the least. is this working as intended?
Princess Stabbity  [author] 31 Jul, 2018 @ 3:01am 
@Cúchulainn: There is but we won't. Ships can never be balanced around infinite production capacity. Having a hard limit provides us with more control over the class' power and makes it easier to test.
Cúchulainn 30 Jul, 2018 @ 8:02pm 
Hello! Is there any way to lift the 20 Limit on Dreadnought class ships??
WitchAlice 29 May, 2018 @ 10:02pm 
What really baffles me is that the dreadnoughts from the Repair Automated Shipyard are a different design from the Dimensional Pocket sciencedreadnought
Princess Stabbity  [author] 29 May, 2018 @ 3:11pm 
Let's pretend there are no typos or weird sounding sentences in my previous post...
WitchAlice 29 May, 2018 @ 11:47am 
It's most likely due to mod fuckery somewhere in my mod list, just wasn't sure what the root cause is because it was dreads being spawned via events. Not surprised that SCX isn't at fault though.
Princess Stabbity  [author] 28 May, 2018 @ 8:12am 
@MacrosoftWord: Okay, I'm even more confused fter looking into it. From the code, it should be impossible. If this was possible to happen, that would be endemic of greater problem in the game's ability to reference specific records (in this case, global designs). Which would render it unplayble and this sort of problem a lot more prevalent.

However I've been unable to verify that the problem exissts within vanilla Stellaris and I'm 120% cure that SCX is physically unable to affect events in this fashion.

Which leaves the only possibility that would make the universe make sense again: are you sure you aren't using some mod that messes with vanilla anomalies and/or adds new ones?
Porev  [author] 27 May, 2018 @ 10:08am 
@MacrosoftWord
That event should create three ships of the global ship design "NAME_R44". Which is... a pirate corvette. The actual ship instances are created using design = last_created_design parameter, which should be R44, but in your case it is something else.
I have no idea how could that happen and why last_created_design suddenly becomes a SCX Dreadnought. I guess it wrecks your economy that early in the game :)
Princess Stabbity  [author] 27 May, 2018 @ 6:01am 
@MacrosoftWord: Huuuuh... this is weird and should be physically impossible. We don't touch, directly or indirectly, any vanilla events. But it is possible they changed in 2.1/Distant Stars.

We'll investigate it, thank you!
WitchAlice 26 May, 2018 @ 10:18pm 
okay so considering i got another dread from the "dimensional pocket" event, which should give an unbidden-looking science ship, im not sure if SCX is at fault or if something else is broken https://my.mixtape.moe/nmonmk.png
WitchAlice 26 May, 2018 @ 1:54pm 
So uh, something really broke when I completed the "Repair Automated Shipyard" https://my.mixtape.moe/khonbp.png
ColossusCrusher 15 May, 2018 @ 6:03am 
That makes a lot of sense. Thanks!
Princess Stabbity  [author] 15 May, 2018 @ 5:15am 
@ColossusCrusher: It's because we don't want dreadnoughts to have a counter to its own counter (swarms of small ships). It is meant to be a strictly specialised tank-buster.

And tracking is the best way to fine-tune that balance. Big ships don't have a lot of evasion so tracking is irrelevant against them, but small ships live or die by their ability to dodge stuff. Soooo by lowering dreads' inherent tracking, we can easily make them terrible at fighting corvettes/destroyers without affecting their ability to deal with capital ships.
ColossusCrusher 14 May, 2018 @ 8:17pm 
I guess I'm just wondering why it's negative - none of the vanilla ship computers have negative modifiers, and it just sticks out to me.
Princess Stabbity  [author] 14 May, 2018 @ 4:52pm 
@ColossusCrusher: That... is umm actually a good question n_n We should probably make it inherent to the hull. Adding a static modifier to every single computer seems redundant.

I'll see about fixing it, thank you! <3
ColossusCrusher 14 May, 2018 @ 4:43pm 
Just curious, but why does the dreadnought computer have a negative tracking modifier?
Princess Stabbity  [author] 12 May, 2018 @ 2:01pm 
@Jadefire: Yes, vanilla shipsets won't display turrets on the front-middle section (it's decorative)
Jadefire 12 May, 2018 @ 11:58am 
In my game, my dreadnoughts have a module with visibly empty weapons slots that I can't put weapons in (since I can only change three modules) Is that supposed to happen?
NopeTooFast 3 May, 2018 @ 8:14am 
...wait 1/2. i can numbers yes
NopeTooFast 3 May, 2018 @ 8:14am 
i understand the cap

but this method of doing it, just... what? why these numbers specifically and why only 20

2/3 of cap is 3/5 of cancer
Briggs 24 Mar, 2018 @ 5:09am 
Of, this isn't a democracy, it's the Queendom of Nessasity. Still, If, somehow in my tall play, I end up with a huge navy with tons of fleets, I'd rather not only have a fixed number of those contain a titan or dreadnought.
Briggs 24 Mar, 2018 @ 5:07am 
For what it's worth, I love soft caps.
Kypamop 23 Mar, 2018 @ 11:34pm 
Well but softcap is much better cause it represents the real state of empire's ambitions. Instead of hardcapping why don't you just make it so we can buid 1+75 or 1+100 per naval cap?
Hardcap will cause things to be looking as broken for really big empires on really big maps. Some people play (with mods) on 2k stars maps and even larger ones so their fleet caps can be much more than 1k where hardcap will start working.
It will look like "We are a really big empire with 4k fleet cap that can handle 20 Titans but we cannot afford smaller ships for some reason".
Princess Stabbity  [author] 23 Mar, 2018 @ 12:42pm 
@Kypamop: I love hard caps. Big ships, when mass-produced, lose their uniqueness. I already reinstated the 3 Titans limit and imposed one on Battleships in our Mass Effect Classes module and going forward we may end up tightening the restrictions even further. It's a great way to counteract some balance issues we used to be have before it was possible.
Kypamop 21 Mar, 2018 @ 1:46pm 
Hi there! The number of Titans in 2.0.2beta was increased to maximum of 20 per empire, they are counted as 1 for 200 fleet power so they are close to unlimited (4000 fleet power). You hardcapped Dreadnoughts to 20 per empire and it is 20x50=1000 fleet power that can be reached in late game on large maps.. Do you really think that this hardcap is necessary?
Porev  [author] 19 Mar, 2018 @ 3:41pm 
@space king
You're probably on Stellaris version 2.0.1. You should upgrade to 2.0.2beta for SCX to work.