Stellaris

Stellaris

Smarter Ship Design [3.12]
104 Comments
Dragatus  [author] 29 Jun @ 8:40pm 
Sure, go for it. I'm an old-school amateur modder who believes it's polite to give credit, but everybody should be able to freely take and tweak things from other mods. ;)
66% trustworthy 29 Jun @ 3:04pm 
To add onto this: I am also going to slightly modify said bits, so It works on 4.0 / it doesn't create issues with the current mod
66% trustworthy 29 Jun @ 3:01pm 
Greetings, am I allowed to use pieces of this mod in another mod I updated?
My rerelease of the mod is called "4.0 Stardocks" and I would of course credit you in the description.
The things you added in this mod seem to be exactly those things I struggled with. I'd be glad to be allowed to do this.
Dragatus  [author] 3 Apr @ 10:59am 
Eventually I'll update all my mods to the latest version of the game, but at the moment I switched back to playing and modding Crusader Kings 2.
Zaskow 2 Apr @ 12:54pm 
@Dragatus, thank you!
I hope we'll get updated version of the mod for 4.0.
Dragatus  [author] 2 Apr @ 11:44am 
I used it with 3.14 and didn't notice problems, but I make no guarantees.
Zaskow 1 Apr @ 3:27pm 
Is this mod workable on 3.14?
perl 18 Jan @ 8:27am 
Awesome mod. Makes the AI much more challenging to play against
Dragatus  [author] 24 Dec, 2024 @ 11:30pm 
Not that I know off.
UndeadGamePlayer 23 Dec, 2024 @ 5:29pm 
Is there a version of this or perhaps a mod that keeps the original ship sections and just makes the AI design smarter and use hardening? Or no?
Dragatus  [author] 13 Jul, 2024 @ 5:07pm 
The logic is based only on preferred weapon type, which the mercs do seem to already have (kinetics), so giving them a full personality wouldn't achieve anything new.
Dunraven 13 Jul, 2024 @ 2:29pm 
Cool, thank you! Not asking you to, but wondering if you've messed around with applying a personality to Mercs as a way of invoking all of the logic you have here. As far as I can tell, this should be possible - which country types can get which personalities is gated on the personality side, not the country type side. No trouble if you haven't, just don't want to chase after it if you've tried it and it doesn't work.
Dragatus  [author] 16 Jun, 2024 @ 5:11am 
It does help them a bit. They'll still mostly use kinetics, but will mix in a small amount of plasma.
Dunraven 15 Jun, 2024 @ 10:28pm 
Does this mod help Mercenary Enclaves build better ships? They don't have personalities, as far as I can tell, so I'm not sure how the preferred weapon checks will interact with their decision making.
Dragatus  [author] 21 May, 2024 @ 1:47am 
It helps to reduce the number of ships in the late game, which should help to reduce lag. If the AI builds 1 cruiser instead of 4 corvettes or 1 battleship instead of 4 destroyers that's 75% fewer ships that the game needs to keep track off. In the late game it can really add up.

Beyond that, big ships are still just better than small ones, so long as the enemy isn't bringing too many torpedoes to the fight. A cruiser is going to wreck 4 corvettes and a battleship is going to do the same to 4 destroyers.

The new Picket Ship Stern for cruisers was added to prevent player exploiting the new behavior by going full torpedo on the AI. It should provide some defense against torpedoes without making strike craft and missiles entirely useless.
Synge 20 May, 2024 @ 10:59am 
I'm curious why you stop the AI from building corvettes and destroyers later on. Does it do much to help them?
Dragatus  [author] 17 May, 2024 @ 4:46am 
v2.2
- After researching Destroyers technology the AI will stop building corvettes.
- After researching Cruisers technology the AI will stop building frigates.
- After researching Battleships technology the AI will stop building destroyers.
- After researching Battleships technology the AI will favor using P slots on smaller ships even if PD weapons are not the most advanced weapons available.
- Added new Picket Stern for cruisers.
- If AI has the Armored in Firepower ascension perk, it will continue to build destroyers even after researching Battleships technology.
- Armored in Firepower requirements changed from 1 other perk and Battleships technology to 2 other perks and Cruisers technology.
- AI is less likely to take Armored in Firepower.
- Fixed missing AI tags on weapons and ship sections. Ship designer will now recognize the various stealth roles.
Dragatus  [author] 21 Mar, 2024 @ 10:10pm 
Thank you for the heads up. I'll look into it for the next update.
Big Sneezy 18 Mar, 2024 @ 8:15pm 
Doing some mod merging - it looks like this mod doesn't have ai tags for stealth ships. For example, MEDIUM_AUTOCANNON_1:

ai_tags = {
weapon_role_anti_shield
brawler
}

The base game with the stealth expansion also has the tab brawler_stealth. Several other weapons, but not all, should have this tag too.
LobsterBox 23 May, 2023 @ 10:20am 
Fair enough, I would probably do the same
Dragatus  [author] 22 May, 2023 @ 11:54am 
I'm 99% sure it's safe to ignore the warning.
DD.maaArbs 21 May, 2023 @ 10:45pm 
it says its only for 3.7, should i ignore it?
Dragatus  [author] 21 May, 2023 @ 9:00pm 
The mod should work fine with the 3.8 patch for Stellaris. I'll still update it when I find the time.
Dragatus  [author] 21 May, 2023 @ 8:59pm 
Thank you. I used to have a more vanilla variant of the mod, but very few people were using it and at one point I decided t wasn't worth keeping it around.
LobsterBox 21 May, 2023 @ 2:19pm 
I would prefer a version without the changes to vanilla ships, otherwise good work
Dragatus  [author] 3 Apr, 2023 @ 6:35am 
No, it isn't. SSD is not compatible with mods that add new ship sizes and ship sections.
Ria 3 Apr, 2023 @ 3:14am 
Hi is this mod compatible with Aesthetic Cinematic Gameplay (ACG)?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2012803646
Thanks
Dragatus  [author] 14 Mar, 2023 @ 10:06pm 
v2.1
- Incorporated archaeotech weapons.
- Proton and Neutron Launchers now use the cost and upkeep for medium weapons instead of the cost and upkeep for large weapons.
- Large railguns and plasma no longer have a minimum range.
- All X and T size weapons now have 45 minimum range.
Dragatus  [author] 17 Feb, 2023 @ 10:30pm 
First I'd like to thank you for linking the other mod. That makes it much easier for me to check compatibility.

And yes, the mods should be fully compatible.
.Dog with a Hat on the Nose. 17 Feb, 2023 @ 10:14pm 
Dragatus  [author] 2 Jan, 2023 @ 5:07am 
If that is true, it was a failed attempt. Unmodded AI is actually really bad at making the best use of G slots. Torpedoes are tagged as anti-shield weapons, but that leads the AI to think they're a great combo for energy weapons when it's in fact just the opposite. And eventually all vanilla AIs will switch over to energy torpedoes, but there is no good S slot option to go along with them. They all have either vastly lower range or they skip shields, the one thing energy torpedoes need help with.
Peter34 2 Jan, 2023 @ 4:12am 
I think the entire invention of Torpedo slots and the Frigate ship type was to help the AI to make better ships and fleets.
Dragatus  [author] 1 Jan, 2023 @ 3:21am 
@Morcleon

Two reasons.
1) It makes the ships types more specialized if small ships are the only ones with PD. This gives you more of a reason to keep using them after the invention of cruisers and battleships.
2) It makes carriers better at keeping their distance if you replace PD with missiles.
Morcleon 31 Dec, 2022 @ 10:59pm 
Could you share your reasoning for switching out the P slots for S slots on a lot of the hangar sections?
Dragatus  [author] 26 Dec, 2022 @ 3:30am 
v2.0
- Remade mod from scratch for the 3.6 Orion patch.
- In addition to more intelligently choosing ship sections the AI will now also more intelligently choose which weapons to put in each slot size.
- Most of the new ship sections added by previous versions of the mod are gone.
- Modified standard ship sections: Destroyer Picket Bow (SSP -> MPP), Cruiser Hangar Core (PPH -> SSH), Cruiser Torpedo Core (SSGG -> GGG), Battleship Hangar Bow (HMPP -> HMSS), Battleship Carrier Core (SSPPHH -> SSSSHH)
- New standard ship sections: Multirole Frigate (PG), Destroyer Interceptor Ship Bow (SSS + extra defenses), Destroyer Torpedo Stern (G), Multirole Menacing Cruiser (LGMSP)
- Armored in Firepower ascension perk now provides different new sections than before: Guardian Corvette (MPP), Gunstar Corvette (MM), Guardian Frigate (GPP), Nova Frigate (GG), Destroyer Gunstar Stern (MM), Destroyer Nova Stern (GG).
- Standard Frigates and standard destroyer stern get +2 small slots for defenses.
Dragatus  [author] 23 Sep, 2022 @ 1:03pm 
Fixed the problem and updated recommended patch version number. No further changes at this point.
Dragatus  [author] 23 Sep, 2022 @ 11:11am 
I'm mostly looking forward to it, but I do also have some concerns. For example I don't see why they want to split torpedo corvettes off into a separate class. But we'll see.
WP 🥔 22 Sep, 2022 @ 10:20pm 
Awesome. Are you looking forward to or dreading Paradoxes upcoming combat changes? Sounds like the studio has it's sights on exactly what your mod does!
Dragatus  [author] 22 Sep, 2022 @ 12:46pm 
I ran into some unexpected issues that are keeping me from updating the mod (and might force me to delete and re-upload it), but the 3.4 version should work fine with the new patch for the game.
Dragatus  [author] 28 Jul, 2022 @ 5:11am 
More broadly, Battlecrusiers, Escorts and any other new (or at any rate, newly playable) ship classes also will not be affected by my mod's logic. If the other mod adds new ship sections for Corvettes, Destroyers, Cruisers, Battleships there could even be bigger conflicts.
Dragatus  [author] 28 Jul, 2022 @ 5:11am 
I had to look up the mod. It's always useful to include a link to make it easier for me to look up the mod you're concerned about. That said, it seems like Ancient Cache of Technologies could confuse my mod. The new technologies from that mod won't be accounted for, so the AI and auto-build won't be able to judge which slots are best.

What you'll end up with once you've researched all vanilla technologies is an AI preference of X > L > M > S > P slots, with AI empires that prefer missiles favoring G slots over everything short of an X slot and AI empires that prefer strike craft favoring H slots over everything short of an X slot. And the AI will then stick with that regardless of what new technologies it might unlock.
midoriya93 27 Jul, 2022 @ 11:47am 
Firstly thank you for making your mods and still updating them. My question is: How well does this mod work with Ancient Cache of Technologies?
Dragatus  [author] 25 Jul, 2022 @ 5:07am 
I made a new mod called Refined Weaponry that rebalances vanilla weapons to make the early ones still have some use even in the late game. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2840205674
Dragatus  [author] 17 May, 2022 @ 8:13am 
@Alekseyev/JtL

With this mod cruisers have a niche as battleship escorts and torpedo corvette killers. Gunship Bow + Hangar Core + Picket Ship Stern. You get a hangar and 4 PD guns to eliminate incoming missiles, which is 2/3 of the "weapon capacity", more than any other ship can manage. Even full picket destroyers only get to 3 out of 5 guns being PD. And once the missiles have been blow out of the sky the strikecraft can turn on the corvettes and the cruisers help them out with the S&M guns on the bow.
Dragatus  [author] 17 May, 2022 @ 8:02am 
@A Gaming Doggo

I took a look and they seem to be largely compatible, but Strike Craft Extended will delete the hangar sections from battleships.
Gaming Doggo 16 May, 2022 @ 2:18pm 
Is this compatible with Strike Craft Extended?
Alekseyev/JtL 16 May, 2022 @ 1:35pm 
It would be nice if Cruisers could get the option to go extremely missile-heavy. For some reason they always felt like they should be the "heavy" missile ship, with BBs being more on the artillery side. Would also allow them to have at least one thing where they outperform BBs for a given cost/naval capacity
Dragatus  [author] 13 May, 2022 @ 12:25pm 
Updated version number for Stellaris 3.4 patch.
Dragatus  [author] 6 May, 2022 @ 10:39pm 
Promotion of Economic Flavor is just me failing to update all my mod descriptions. And it's now deleted, though a version is still up on PDX mods.

Smarter Ship Design is potentially compatible with Starnet/Startech. It edits the same files so whichever mod loads last "wins". So to get the benefit of my mod you need to put it lower in the load order.

I'll update the mod description.
hypersot 5 May, 2022 @ 6:24am 
You mentioned that your other mod, 'Signature Weapons', is compatible with StarTech AI.
What about this mod + signature + StarTech AI, will they still work all together (both loaded after StarTech)

Also,
regarding your AI mod (Economic Flavor), you promote it but I noticed that you don't plan to continue working on it. Does it currently work as an alternative to StarTech AI?

I'm only asking because I need a better-than-vanilla AI with a distinct personality for each AI empire that doesn't go to the extremes like StarTech does (except if its personality allows it).
Unfortunately, no other alternatives out there besides your AI mod.

Thanks for your time