Stellaris

Stellaris

[OBSOLETE] Space Combat Expanded - Mass Effect Classes
62 Comments
Paladin Dawnheart 17 May, 2020 @ 5:14am 
Mkay, I still blame Paradox tho.
Niggler 13 May, 2020 @ 5:12pm 
hope you can make a mod that caps the number of battleships again
Princess Stabbity  [author] 2 May, 2020 @ 12:45am 
Paradox? Paradox has nothing to do with our decision to shut it down. We simply lost interest in developing SCX.
Paladin Dawnheart 1 May, 2020 @ 5:47pm 
Hope someone else picks this up and continues making a Mass Effect Stellaris a reality again. Too bad Paradox has to keep messing everything up.
Zander_Mander 3 Apr, 2020 @ 12:24am 
It's a shame this is being abandoned, the soft cap on battleships was a nice balancing feature and it kept the AI from just spamming fleets of battleships.
Princess Stabbity  [author] 29 Mar, 2020 @ 3:13am 
Nuh, SCX modules will not be receiving updates. We've abandoned the SCX project. Once I'm done with priority updates I'll update all the mod descriptions.
Arson with Lemurs ◕ω◕ 28 Mar, 2020 @ 7:36am 
Is it compatible with 2.6?
Moogle 5 Dec, 2019 @ 9:53am 
Does tis mod work with mods that change space combat? Such as slowing, or expanding range ect.
Paladin Dawnheart 4 Oct, 2019 @ 4:18am 
Another big thanks for the mods Team Nessassity! <3 Elves of Stellaris is amazing and now looking forward to a ME themed game <3
Princess Stabbity  [author] 10 Sep, 2019 @ 8:49am 
@White Haven: We've moved away from ship classes as the focus of SCX. Carriers and Dreadnoughts now only exist as legacy features that we do not plan to expand upon and eventually might even phase out if we decide to resume SCX's development and take it in a more productive direction. So there isn't much point in messing with custom classes' art assets at this point.

Anyone who is interested in non-vanilla classes would probably be happier with dedicated ship classes mods, such as NSC.
Grenade Salad 9 Sep, 2019 @ 11:29pm 
Any chance of just grabbing the models out of the NSC-compatible shipsets, given that they have ones intended for use as both dreadnoughts and carriers? Not stealing them, but using them if both mods are installed? I'm not a modder myself, but I can't help but think that has to be easier than doing your own shipsets to make up the difference. It was definitely disappointing to see a bunch of stock vanilla assets being loaded next to a shipset that I know has models for exactly the same things.
Princess Stabbity  [author] 7 Sep, 2019 @ 1:13pm 
Hmm... That is weird. I'll see if I can reproduce it the next time I'm running tests. Thank you for the report.
AureliussMagnus 6 Sep, 2019 @ 3:59pm 
@Princess Stabbity. Ah ok. Thank for your answer. Must be Fleet Manager UI issue. The reason for the question is because when in Fleet manager. I have two fleet. Fleet A and Fleet B. Let say i have 5 limit for dreadnoughts. and I was able to put up to 5 dreadnoughts in both fleet at same time. Also when i hover on Ship naval capacity on top bar to see list of how many dreadnought i have. It did update the number limit that i can build but wont update how many dreadnought I did build and need to quit the game and reload to update it. I dont know if you can do anything about that.
Princess Stabbity  [author] 6 Sep, 2019 @ 12:22pm 
@Urban_Skill: It's empire-wide, essentially the same as the vanilla Titan limit. You can have as many as you want in a fleet.
AureliussMagnus 4 Sep, 2019 @ 8:01am 
@Princess Stabbity. Other question. The building cap limit for dreadnought affect all fleet or per each fleet?
Princess Stabbity  [author] 3 Sep, 2019 @ 12:02pm 
It does in the sense that AI is subject to the same fleet size restrictions, but otherwise it doesn't directly try to control the AI.
AureliussMagnus 1 Sep, 2019 @ 7:34am 
Does this mod affect AI as well? Just make sure.
Princess Stabbity  [author] 9 Jun, 2019 @ 8:30am 
@VampLena:
Right now, this mod mostly just renames Battleship to Dreadnought (and limits the number you can build), Destroyer to Frigate and Titan to Superdreadnought. That's about it n_n I want to add more to it eventually but it's currently very low on my list of priorities.

You actually don't need to run SCX's Carrier and Dreadnought modules alongside it, it's mostly made with the 5 vanilla ship classes in mind.

As for SCX-compatible ship mods, for now there's only our our Asari shipset (linked in description) but we're planning to make more in the near future.
VampXGamer 8 Jun, 2019 @ 7:30pm 
Just to be clear, all this does is modify SCX to have Mass Effect styled Ship classes, but does not include the actual ship models?

If so, is there any SCX Mass Effect ship pack available? The only one i've found is a NSC ship pack. Thanks for any guidance, love the mods
Princess Stabbity  [author] 20 Feb, 2019 @ 10:37am 
It shouldn't matter. I will remove the version warning next patch, but it's just that, you can ignore it.
Pamparampampamparam 19 Feb, 2019 @ 8:05am 
My launcher says it is out of date and meant for version 2.2.2.
Princess Stabbity  [author] 19 Feb, 2019 @ 6:56am 
What do you mean? It should be compatible with the current live version. We will version-bump it for the 2.2.6 when it comes out but currently it doesn't need an update.
Pamparampampamparam 19 Feb, 2019 @ 1:19am 
Are you waiting for the next patch to drop to update this?
Princess Stabbity  [author] 18 Feb, 2019 @ 6:52am 
@BasileusMaximos: Yes, they're restricted too. And yes, that was the idea. At some point we'd also like to implement some kind of tradeoff, but for now the objective is to just force fleets to have varied compositions, even if the method is a bit heavy-handed.

@1CrazyDutchMan: That would require third party compatibility. We don't generally provide compatibility patches from our end. However, "Extra Ship Components" is compatible out of the box. As far as I know, all its components including power cores should be equippable on SCX ships.
Pamparampampamparam 17 Feb, 2019 @ 10:10am 
Are Heavy Dreadnoughts effected by the Treaty of Farixen?

I'd just like to say, the idea to restrict battleships based on naval capacity is actually a pretty good one. Usually I just use BBs and DDs exclusively but now perhaps I'll have to use cruisers when I can't build BBs.
1CDM 13 Nov, 2018 @ 7:40am 
I play Stellaris with a lot of mods and some are extremely powerhungry and both the carrier and juggernaught will be rendered almost worthless by like endgame. Is there a way to make those custom reactors work on those ships?
Princess Stabbity  [author] 4 Jun, 2018 @ 9:14am 
@xnadu27: Nuh, there would be major conflicts. NSC overrides the same vanilla files.
Chastity the Celibate 4 Jun, 2018 @ 7:39am 
Just out of curiosity, would this work with NSC2?

I know it wouldn’t be balanced, just curious.
Princess Stabbity  [author] 9 May, 2018 @ 9:14am 
@Rastro: That is not possible. The cap isn't a modifier, it's a setting inherent to the ship class. It cannot be dynamically adjusted by outside sources.

However, the cap is calculated based on your maximum capacity. If you want more big ships, you may have to invest into anchorages and nav-cap techs.

And yes, it reduces the maximum number of buildable Titans to 3, down from vanilla 20. I don't want Titans ever becoming commonplace, even late-game.
Rastro 9 May, 2018 @ 8:24am 
Question; does this affect Titans?
Rastro 9 May, 2018 @ 8:24am 
Idea: Make federation able to enact an edict or policy that designates a "peacekeeper" among the federation races that doubles the cap of dreadnoughts.
Princess Stabbity  [author] 24 Mar, 2018 @ 9:05am 
@desmondholmes98: It's not really a flavour-centric thing, it's just a mechanic. The purpose of it is to make dreadnoughts a lot rarer (and thus more valuable)
GeneralissimoSlowchoke 24 Mar, 2018 @ 8:32am 
I really want to use this but the treaty makes me reluctant to do so. From a lore stand point it also doesnt make much sence for it to be there since there is no "galactic community" at the start. Maybe this should be something federations or pacifist can ennact for a bonus to make it worth it for them to show unity between races. Jingoistic, synthetics, and hive minds arent really peaceful and willing to limit their military. Still love the mod though and I like the Mass effect series going on in stellaris.
Jinn 4 Mar, 2018 @ 4:51am 
Understood. I've just been on an ironman/achievement kick for a while and can't help but ask every time I'm interested in a mod, lol. Especially trying to get a full mass effect collection going <3
Princess Stabbity  [author] 3 Mar, 2018 @ 11:00pm 
@Captain Jin: Probablish. But achievements are always at the rock of bottom of our priority list. It's nice if any our mods unintentionally happen to be achivement-compliant, but we won't ever compromise features, compatibility our own workflow or future plans to ensure that. And the state of achievement compatibility.may change at our discretion.
Jinn 3 Mar, 2018 @ 8:20pm 
Without the "Treaty of Firaxen" bit, would this be achievement compatible?
Marsuli 3 Mar, 2018 @ 12:53pm 
@Princess Stabbity: Thanks for the quick reply!
Princess Stabbity  [author] 3 Mar, 2018 @ 12:36pm 
@Darth Marsuli: It should be compatible with all shipsets. It doesn't actually add any new classes, just adjusts the vanilla ones slightly. All their keys and entity IDs are preserved
Marsuli 3 Mar, 2018 @ 12:32pm 
Is this mod compatible with System Alliance Ships mod?
LostInACave 3 Mar, 2018 @ 2:00am 
@Princess Stabbity: Woops, must have missed that =P Ah, I saw your notes in one of the mod files about a component mod. Id' say that if the component mod is based on Mass Effect, then I'd include it in here. If, however, it is designed to have no particular inspiration and is to be played in all universes, then make it a separate mod.
Princess Stabbity  [author] 3 Mar, 2018 @ 1:50am 
@LostInACave: I did renae Sout Wings to Interceptors. It still works like the old fighters and in fact ship designer considers it separate from strike craft progression.

I was considering adjusting strike craft but that's more of a components-related thing. I haven't decided yet if it should be here or in a separate module.
LostInACave 3 Mar, 2018 @ 1:39am 
With 2.0 merging Fighters and Bombers, is there any chance you'll split them back up again? And rename them into Fighters (Bombers) and Interceptors (Fighters) (ME being confusing) o_o

Whether or not you add the ability to customise would be up to your discretion, but following the Codex: Fighters would be armed with torpedoes, with Interceptors armed with PD or auto cannons.
Princess Stabbity  [author] 2 Mar, 2018 @ 7:02am 
I did jump the gun a liiiiiiittle bit n_~ But after seeing the patch notes I couldn't wait. This is totally one of those cases where the beta build is more stable and less buggy than the live version.
bert1984 2 Mar, 2018 @ 6:47am 
thnx for the answer,
didn't switch to 2.0.2 yet because most of the other mods i use don't support it would have already taken a look otherwise
Princess Stabbity  [author] 2 Mar, 2018 @ 6:21am 
@bert1984: That is the most likely reason. 2.0.2 changed ship_size definitions slightly.
bert1984 2 Mar, 2018 @ 3:59am 
since your last update this mod seems broken, if i use scx core without this module i can still see the ships in the ship designer, but with this module all i can see are the placeholders.

is it possible that it happens because i use 2.0.1 and not 2.0.2?
LT. CMDR Storm 1 Mar, 2018 @ 3:49pm 
I'd love to see Turian, Salarian, or even Quarian ship sets. :)
Princess Stabbity  [author] 1 Mar, 2018 @ 1:43pm 
@LT. CMDR Storm: Someday ^^
LT. CMDR Storm 1 Mar, 2018 @ 1:13pm 
Will ever be any Mass Effect ship set other then Asari and System Alliance??
Alan 1 Mar, 2018 @ 2:46am 
I see.