Stellaris

Stellaris

Buildable Ancient Dreadnought - Vanilla only
64 Comments
James Fire  [author] 4 Sep, 2024 @ 10:51pm 
It already is
初雪 4 Sep, 2024 @ 6:24pm 
My apologies. Maybe a mistake in machine translation. I meant, "How about limiting the number of dreadnought player has?"
James Fire  [author] 4 Sep, 2024 @ 2:25pm 
...what? What do you mean "owned" by the dreadnought?
初雪 3 Sep, 2024 @ 8:28am 
How about setting a limit on the number of vessels owned by the dreadnought? Like Titan and Colossus.
Currently, they can be produced in unlimited numbers, which seems a bit too strong and also detracts from the special and rare feeling.
James Fire  [author] 20 Dec, 2023 @ 2:18pm 
It is standalone
Vhodnoylogin 20 Dec, 2023 @ 12:42pm 
Does it standalone mod? Looks like no. I haven't any icons and text on new techs.
Commander Star 10 Aug, 2023 @ 12:16pm 
Oh, well that makes sense, I almost never let it die in combat, treating it like a Hotel like the japanese did to the Yamato lol
James Fire  [author] 8 Aug, 2023 @ 11:59pm 
You can get the tech even if you save it. You just have to roll it then.
Commander Star 8 Aug, 2023 @ 4:24pm 
I always "save" it and it's hurting me to "destroy" it to get the tech to build it lol
Kordoshky (Solghast 4th Army) 31 Jan, 2023 @ 3:34am 
Shieeeeeeet, time to wait for a sale I guess ;-; or pickign fight with a fallen empire lol
James Fire  [author] 31 Jan, 2023 @ 3:30am 
Titans are in Apocalypse.
Kordoshky (Solghast 4th Army) 30 Jan, 2023 @ 1:19pm 
so can I make titans with this mod?
James Fire  [author] 21 Jan, 2022 @ 4:46pm 
Steam and/or the launcher fucked up. Try unsub resub
stardestroyer 21 Jan, 2022 @ 5:37am 
Actual launcher do not permit to enable this mod, says it miss descriptor file, can you help?
James Fire  [author] 27 Aug, 2021 @ 11:44pm 
I use the vanilla ship, so Downscaled Ships should already handle that. If it doesn't, that's probably not intended on their end.
初雪 27 Aug, 2021 @ 11:38pm 
This mod is the coolest thing ever! It doesn't break the balance of the game, and it strengthens the fleet just enough. No complaints!
I think a patch to adapt it to the Downscaled Ships mod would make it a more perfect mod, don't you think?
James Fire  [author] 16 May, 2020 @ 6:30pm 
Oh, I fixed it in the other version I think. Uploaded right away here.
jht_89 16 May, 2020 @ 2:17am 
I took it yesterday, and I'm fairly certain I'm using the latest version of the mod. Might be an update glitch on my end perhaps?
James Fire  [author] 15 May, 2020 @ 6:18pm 
I might've fixed those already. Is that screenshot recent?
jht_89 15 May, 2020 @ 2:44pm 
Sorry for the delay getting back to you. I've uploaded a screenshot here: https://imgur.com/a/U5dzrVq

Not sure if it is just the localisation that is missing or if the modifiers don't work either (but I can certainly test it if you'd like).
James Fire  [author] 10 Apr, 2020 @ 1:21pm 
Do you have screenshots of such ones? I thought I did.
jht_89 9 Apr, 2020 @ 5:05pm 
Just to check, it doesn't look like you've set up either the modifiers themselves or the localisation for the modifiers granted by some of the techs?
jht_89 18 Mar, 2020 @ 4:22pm 
So the section_templates have been changed so that rather than a component slot looking like the following:

component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}

they now would be written as:

component_slot = {
name = "SMALL_GUN_01"
template = "small_turret"
locatorname = "small_gun_01"
}

I can dig up a full set of the template values if you'd like?
James Fire  [author] 18 Mar, 2020 @ 3:18pm 
Uh oh. How were they changed?

And yes, I plan on updating this, as soon as I fix my launcher issues. None of my local mods are showing up.
jht_89 18 Mar, 2020 @ 3:15pm 
@James Fire: Given the changes to how weapon slots are defined in 2.6, are you planning to update this mod so that it will continue to work correctly?
starfirejordan 17 Mar, 2020 @ 8:56pm 
nah i tested it as long as there stuff is high in the load order they add there part on to yours with no problem from what ive just tested
James Fire  [author] 17 Mar, 2020 @ 8:27pm 
That would be a thing on both ends then, I think. I'd need to add the slot, and they would need to allow their things to go on my ship. I may have already put that slot on the ship though.
starfirejordan 17 Mar, 2020 @ 8:21pm 
they have there own custom combat modual thats seperit from the normal ones
James Fire  [author] 17 Mar, 2020 @ 7:17pm 
It should work fine. What NSC components are there?
starfirejordan 17 Mar, 2020 @ 7:10pm 
or will it work fine but not have any NSC2 componits on it?
starfirejordan 17 Mar, 2020 @ 7:10pm 
NSC2 compatibility or nah?
jht_89 14 Aug, 2019 @ 2:07am 
Excellent, thank you.
James Fire  [author] 13 Aug, 2019 @ 7:02pm 
There is an option to allow all three, it pops up as an event asking it you want it.
jht_89 13 Aug, 2019 @ 5:16pm 
Out of interest, is it possible to build all three variants, or are you locked into the option you choose when you research the initial tech?
James Fire  [author] 14 Jul, 2019 @ 11:51am 
If they get it.
Alav.n 14 Jul, 2019 @ 7:04am 
Will AI build Dreadnought as well?
John Shepherd N7117 1 Jul, 2019 @ 2:35pm 
Thank you for the reply
James Fire  [author] 1 Jul, 2019 @ 12:12pm 
And those computers won't change that. Because they don't change anything about their behaviour, just the range.
petrovytsh 1 Jul, 2019 @ 12:11pm 
Vanila range is a bullshit! They can't hold it.
20 corvettes with vanilla computers will not be able to kill the dragon.
Yes, for the dreadnought it is not so important - a fat body and good damage allows fight standing still. However, flexible choose tactics, regardless of the settings of the ballistic computer ...
James Fire  [author] 1 Jul, 2019 @ 10:56am 
That mod isn't needed anymore. Vanilla computers have a range on them.

That, and it's over a year out of date.
petrovytsh 1 Jul, 2019 @ 12:42am 
Is there a chance to make compatibility with the old mod:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=790455347
James Fire  [author] 28 Jun, 2019 @ 11:59pm 
Yes. The tech can still pop, and is made more likely by having the dreadnought.

This one only has the vanilla dreadnought GFX. The other one has other, modded ones.

Yes.

I have not explicitly tested, but I see no reason why they wouldn't be.
John Shepherd N7117 28 Jun, 2019 @ 11:01pm 
Good day sir author. I'm slightly interested in this mod. I just destroyed the dreadnought though, and by chance google led me to you.
1-Even after destroying the dreadnought and adding it to my fleets, do I still get the tech?
2-What is the different between this 'vanilla' version and the other version you have? Both of their respective descriptions mention pretty much the same thing.
3-Can the AI build these?,
4-Are they available for federation fleets?
James Fire  [author] 16 Jun, 2019 @ 8:18pm 
Given the amount of text we have here, I suggest we take this to either the steam chat (Just send me a friend request if you want to do that), or the discord. I've got the same profile picture, so it should be fairly easy to find me on there.
James Fire  [author] 16 Jun, 2019 @ 7:52pm 
If it's auras you want, my dreadnought does have slots for them, but I don't have any. I do believe I said I would add some at some point.

And continuing on the research line, it sounds like that one is worse for balance, since you don't have to do anything to actually get the dreadnought beyond killing and picking that option.
James Fire  [author] 16 Jun, 2019 @ 7:50pm 
>The segments from it were also better balanced.

How so? It looks like the only difference is that theirs are spread across 2 sections rather than 3 (As you said), which isn't a difference at all. That and it limited you to 10 total for whatever reason. Mine does indeed not have a limit, but it also requires 50 more naval cap per. (Technically, it has a limit of 100. But you need 25000 naval cap to get there, so...)

>The only 'research' you needed to do was for the computer, which was tied to physics, which is a better balance for required research, since you already run into repeatables there too soon.

I believe my dreadnought cores are in there? If not, they probably should be.
James Fire  [author] 16 Jun, 2019 @ 7:50pm 
>That mod added a third option to the death popup. Repair, breakdown for scrap, or giving you engineering research and the ability to build a 'less powerful' replica. This feels better rp wise, and give you an actual choice. Yours is a given of more resources and ability to build your own.

See, it really doesn't. My mod also allows you to get the Dreadnought normally, and even gives you a tech weight boost if you salvage the dreadnought. The only thing scrapping it does is give you the tech as a research option, with 20% progress. Not even close to just giving you the tech.

That and that requires overwriting the event, which may conflict with other mods that change any of the leviathan outcomes.
James Fire  [author] 16 Jun, 2019 @ 7:41pm 
>Tying more hull types to research I feel is a mistake. Engineering is already clogged with needed tech. Being able to 'spec' it also doesn't make any sense because no other ships work that way. If you want something along those lines that should be another mod, with support for this, that affects all hull types.

Well, aside from the fact that they do, as you have many different options for sections with varying sizes of slots, Engineering also has the least tech of the 3. I'm not sure what else you would have me do. I'm intending it here to be something that you can get if you want. You could even choose to not get them.

I get your point of separating it out, but you are literally the first person to complain about it. In the original version of this mod, that got way more subscribers than that other one you linked, this was a later feature. Nobody complained about it, I think there may have been one or two that even said something in support of it.
James Fire  [author] 16 Jun, 2019 @ 7:41pm 
>By that measure yours are already op.

By what measure? I didn't give one.

> Yours also look terrible in the designer. spreading them out to 3 sections and making them comparable to Titans, maybe slightly better

I copied the slots the dreadnought has, and spread them out over 3 sections because that fits better in the designer. Otherwise it covers the ship, and spreads into the middle of the designer window. They have 1.5x the slots titan do, IIRC.

>You talk about missile dreadnaught, even though it is underpowered when you already have a hull dedicated to fighters?

I fail to see why using meta knowledge here brings any benefit. In your next comment, you even talk about RP, but here, you're just brushing aside someone wanting to use missiles for the sake of using missiles.

Livnthedream 16 Jun, 2019 @ 6:32pm 
>What do you think I should bring over

That mod added a third option to the death popup. Repair, breakdown for scrap, or giving you engineering research and the ability to build a 'less powerful' replica. This feels better rp wise, and give you an actual choice. Yours is a given of more resources and ability to build your own. The segments from it were also better balanced. The only 'research' you needed to do was for the computer, which was tied to physics, which is a better balance for required research, since you already run into repeatables there too soon. So pretty much all of it. It is more polished that what you presented.