Stellaris

Stellaris

Ship Hulls Unlocked
11 Comments
akeean  [author] 26 Nov, 2021 @ 7:19pm 
@Guardsman Plus done :)

Mod is updated for 3.2 / Aquatics
Guardsman Pius 26 Nov, 2021 @ 1:01am 
I really like this kind of mod, but the absence of the +10 buff kinda hurts it. Could you increase the starting fleet size by +30 to compensate?
Strider785 6 Oct, 2021 @ 8:54am 
very cool, this mod is very useful
akeean  [author] 5 Oct, 2021 @ 11:26pm 
I'll do an update pass on my mods soon. In the middle of moving right now, so it's hard to find time.
Strider785 5 Oct, 2021 @ 2:58pm 
apparently the mod doesn't work anymore (I tried several places in the mod load order screen and waited a few in-game months, nothing)
akeean  [author] 29 Oct, 2020 @ 7:14am 
I think the easiest way to understand what I changed, so that you could apply this to a local mod on your computer that modifies the NSC files, would be to extract my mod and use a tool like Notepad++ to highlight the differences between mine and the Stellaris vanilla files. Then apply this to the extracted NSC mod and load that locally instead.
Evan 28 Oct, 2020 @ 5:12pm 
That's unfortunate. If it's no problem could I ask how I could go about doing something like that for NSC?
akeean  [author] 27 Oct, 2020 @ 8:31am 
This overwrites 00_eng_tech.txt and 00_ship_sizes.txt - so probably not.
Evan 22 Oct, 2020 @ 6:20pm 
Will this work with NSC2 Season 5 or just vanilla?
akeean  [author] 15 Oct, 2020 @ 11:51am 
Nope, no debuff for battleships, but early on Battleships kinda suck since they have almost no evasion but cost a lot of upkeep&alloy.
Kepos 12 Oct, 2020 @ 7:08am 
Interesting idea. Did you balance it? If I build battleships on day one, I can place 'L' scale weapons instead. They cost more, yes, but therefore they should get some downgrades until the 'real' battleship blueprint is reseachred. I can think about less shields to build in, or downgraded energy so you can only equip a part of the weapon slots...something like this.