Stellaris

Stellaris

[JP_EN]Ship Decorative Equipment
238 Comments
Deep♂Dark 22 hours ago 
i do have some event mod ,I will take a closer look next week
6thStrikeUnit  [author] 19 Jul @ 6:42pm 
@Deep♂Dark
I checked the orbital loop facility related elements and it didn't crash.
Are there any other mods you have installed?
Deep♂Dark 19 Jul @ 6:10pm 
hi ! I go a crash at certain time, the erro log gives me :
[23:51:05][trigger_impl.cpp:1193]: Script Error: Invalid context switch [orbital_defence] from Synaptic Lathe [planet], file: common/colony_types/SDE_colony_types.txt line: 29, Scope:
type=planet
id=33555385
opener_id=4294967295
random={ 0 3847132568 }
random_allowed=yes

Any idea?
Deep♂Dark 27 Jun @ 3:05pm 
I love this mod ! Must have mod !:tinder:
Just a quick tip, if u use with NSC,pls put this mod BEFORE NSC
如果你和NSC一起用,请一定要排序在NSC之前,不然会丢失很多东西
小心我骂你 24 May @ 5:01am 
Curious, when i copy the mod files to my own created folder, it is working normally.
小心我骂你 24 May @ 4:34am 
Seems unavailable in current version. There is no technology, no component included in this mod. Whats the problem? Even does not work when i only turn on this mod alone.
@the.pirate77 | Tiktok | 29 Apr @ 12:16am 
Does not work well with NSC3... works well in latest game version alone..but gets very very stuttering and laggy when both NSC3 and this mod are activated
6thStrikeUnit  [author] 25 Apr @ 4:03pm 
@Apophes
If a ship is equipped with too many components that reduce its hull value, it may be destroyed automatically when it is completed.
Apophes 25 Apr @ 1:51pm 
so i guess i have to use new equipments with base equipment for game. SInce they only adds passive effects like carrier decks that makes hangars better. But why sometimes after shipyard makes ship it dissapear or when i change their equipment they dissapear?
Cyber~Angel <3 14 Apr @ 10:23am 
thank you very much for letting me know!
6thStrikeUnit  [author] 14 Apr @ 5:20am 
@etherealhope7777
Basically, all of the elements are within the mod, but some of the ships used on the design screen are based on ships from Realistic Ships.
Cyber~Angel <3 13 Apr @ 11:55pm 
what mods were used above in the images? or is it all part of this mod?
6thStrikeUnit  [author] 18 Mar @ 4:56am 
@Воха
Unfortunately, I don't know either, so you'll have to look it up yourself.
Воха 18 Mar @ 4:50am 
If it's not too much trouble, could you please give me a link? I can't find it.
6thStrikeUnit  [author] 18 Mar @ 4:45am 
@Воха
If you want to increase the number of slots for all ships, please use a different overhaul mod.
This mod increases the number of section types available when designing ships.
Воха 18 Mar @ 4:43am 
No I mean how can I increase the number of slots for all ships in the game
6thStrikeUnit  [author] 18 Mar @ 4:36am 
@Воха
If you want to increase the number of sections that can be installed in one design, please base your design on additional ship types from NSC3.
Воха 18 Mar @ 3:36am 
What mod did you use to increase the slots on your ships?
huuh 17 Feb @ 7:54am 
Can you provide some preset ship blueprints?
6thStrikeUnit  [author] 16 Feb @ 5:57am 
@[[Number1RatedSalesman1997]]
The Mastership Generator is a unique component of the Fimblewinter origin unique ship, the Makina Incognita (it cannot be installed in the design).
where do i find the mastership generator component? the super ship generators say that if there is at least one ship with it in the fleet, ships equipped with super ship generators get a buff, but i can't find the master ship generator.
jbho4642 15 Feb @ 3:19pm 
こ、これは鋼鉄の咆哮!

というか、どうやってここまでのアニメーション作ったのか意味が分からないwww

すげええええええええええええええええええええええええええええ!
6thStrikeUnit  [author] 18 Jan @ 2:20pm 
@Wülf Drago
There are currently no plans for this.
Wülf Drago 18 Jan @ 10:27am 
Will you add some other styles of section in this mod ?
like nsc2 machine style or base game machine styles ?
6thStrikeUnit  [author] 14 Jan @ 1:44am 
@Wülf Drago
In multiplayer environments where there are more than two player nations, we've made it so that only one will spawn near a random player's territory.
Wülf Drago 13 Jan @ 10:36am 
Hello love the mod !
i've seen that the gespent system spawn for each players but only one get an archeology site is it possible to make it span on each gespent system or stellaris forbid this ?
Willem 26 Dec, 2024 @ 12:40pm 
XXG@mer 25 Dec, 2024 @ 11:46am 
Hi, what is the song in the first video at the battle part?
6thStrikeUnit  [author] 24 Dec, 2024 @ 4:22am 
@FulcrumGhost
Ships equipped with the component "Formation Scale Auto Delete" will automatically disappear 30 days after construction.
Formation adjustment components will not function unless the number of ships in the fleet changes, so by using this component in conjunction with the formation scale components, the number of ships can be reduced to allow them to function.
FulcrumGhost 24 Dec, 2024 @ 4:02am 
what do you mean by remove ships after construction?
6thStrikeUnit  [author] 24 Dec, 2024 @ 2:52am 
@FulcrumGhost
Formation equipment is designed to be used in conjunction with components that will remove ships a certain amount of time after construction, so we are not concerned with their appearance.
FulcrumGhost 24 Dec, 2024 @ 2:45am 
is the formation scale and patterns supposed to add debris to the ships?
6thStrikeUnit  [author] 22 Dec, 2024 @ 4:44am 
@HAN
There are no plans.
HAN 22 Dec, 2024 @ 4:30am 
Are you planning on releasing a light version that only includes the basic shipset? The mode is really cool, but the weapon system and white parts feel a little different.
6thStrikeUnit  [author] 7 Dec, 2024 @ 4:27pm 
@[[Number1RatedSalesman1997]]
Added notes to the descriptions of the components "Ship intelligence officer" and "Space Army Arsenal."
Please report any other unclear descriptions.
[[Number1RatedSalesman1997]] 7 Dec, 2024 @ 3:13pm 
some of the components added don't show any specific stats, and the description on some of them are somewhat vague and confusing. like the space army arsenal. i think it functions like the deck ammo storage but for the whole fleet, but it says some other conflicting things and it leaves me incredibly confused. a way to know what these components actually do would be much appreciated.
6thStrikeUnit  [author] 30 Nov, 2024 @ 6:39am 
@ash_demiurge
2) Oh, sorry. I didn't prepare an XL slot section for cruisers.
(I was planning to mount the gun barrels on the spinal mounts of battleships)

3) As for the stealth hull, I didn't make a center section because the implementation time was inconsistent.
(In terms of design line, the Nibelung Core is the closest)
Feel free to combine stealth-type turrets and bridges. (I think laser weapon turrets would look good too)
ash_demiurge 30 Nov, 2024 @ 5:00am 
1) Ok, I got it, thanks!

2) Ok, I see a Bombing Enhancer section for cruisers, but it contains 4 L-slots while the SOLG barrel requires an XL-slot. Screenshot: https://ibb.co/dQyy2nG So I still don't understand how to use SOLG weapons on cruisers.

3) I also have a question about the NvO-STTB battleship section. I found the bow and stern, but not the middle section. These sections are visually different from the rest of the kit due to the reptilian ship textures. I also found several components (Zumwalt bridge, Guided shell Kinetic Artillery, etc., which also use reptilian textures). Should all this be assembled into some kind of stylish ship with unique mechanics, or are all the coincidences random?
6thStrikeUnit  [author] 30 Nov, 2024 @ 1:39am 
@ash_demiurge
1) The Mastership Generator is a reactor installed on the Fimblewinter unique ship of the origin Fimblewinter.

2) SOLG equipment has high bombardment efficiency, but equipping only the magazine will not be effective. Both the barrel and the magazine must be installed.

2a) The Bombing Enhancer section is available from cruiser-sized ships.

2b) The effect of bombardment equipment including SOLG is applied to the ship. (Similar to vanilla orbital trash spread)

3) As for the supercarrier deck, the appearance is made to match the Mammalian Battleship and NvO-CV sections, but basically you can combine them to get the look you like.
One way to do this is to cover the engine exhaust with another decorative equipment or section.
ash_demiurge 30 Nov, 2024 @ 1:10am 
@6thStrikeUnit
[Sorry, there is a length limit on comments.]

3) Did you have any ideas on how best to use decorative components with your new ship sections? For example, the Super Carrier Deck seems like it was made for battleships with component nodes offset to one side, but the two massive engines on the Deck seem to ruin everything. The texture fits inside the ship's hull. Is this a byproduct of using an asset from another game, or am I just not understanding and there is one of your sections that fits this component perfectly?
ash_demiurge 30 Nov, 2024 @ 1:09am 
@6thStrikeUnit
A few questions, if I may:

1) What is a Mastership Generator? You've added several generators to the mod, each one says that if there is a ship in the system equipped with a "mastership generator", the ship will receive some bonuses/penalties.

2) You've added several sections for cruisers (Bombing Enchancer Bow, Bombing Enchancer Magazine Bow, Bombing Enchancer Stern) and SOLG-type weapons (SOLG Magazine and SOLG Barrel, L and XL slots respectively). I have a feeling that all this is somehow connected, but I can't figure out how.

2a) Cruisers don't have XL slots, so SOLG weapons are only available for battleships?

2b) The SOLG weapons description says that they increase bombardment damage. Does this bonus apply to the entire fleet or just the ship? If it's just a ship, should I have some kind of weapon on it that does real damage so the bonus has something to scale? 0 * [any bonus] still = 0
6thStrikeUnit  [author] 28 Nov, 2024 @ 1:43am 
@ash_demiurge
There are no plans to create compatibility patches for mods such as downscale.
If you want to shorten the range of a weapon, you will need to edit the following files:

common\component_templates
(Weapon range parameters and missile speed)

gfx\projectiles
(Maximum arrival time for kinetic weapons)
ash_demiurge 27 Nov, 2024 @ 10:49pm 
@6thStrikeUnit
Hello! Please tell me if there is (or is planned) a compatibility patch for mods that change the scale of ships and systems? I am talking about changing the range of weapons, which in such mods is reduced several times.

If such a patch does not exist, could you explain what files I need to change to reduce the range of weapons. I am mainly interested in the basic S M and L weapons, which do not have special animations.
6thStrikeUnit  [author] 18 Nov, 2024 @ 6:59am 
@Willem
From a system standpoint, it is possible to mass-produce ships of the same design, but the number of weapons they can be equipped with is too large to handle on the design screen.
Willem 18 Nov, 2024 @ 6:34am 
@6thStrikeUnit BTW, any chance we could get something like your Mobile Fortress Ships Mod so we can build more Fersens?
christophe.poth 18 Nov, 2024 @ 6:32am 
Hi 6thStrikeUnit

Thanks a lot ! imo that's way better, at least you have to really earn it ....kudos to you !

@Nyarlathotep, you can buff your fleet power to this level with a lot of mods that add techs and ships...these mods are generally well done and balanced so your fleets gains power incrementally.

Anyways 6thStrikeUnit thanks a lot for your dedicated help !
Willem 18 Nov, 2024 @ 6:26am 
"1.5 Million Fleet Power" "Absurdly OP" someone hasn't played ACOT lol.
Nyarlathotep 18 Nov, 2024 @ 5:33am 
The FP of the Fersen is 1.5 million in my game. It is absurdly OP
6thStrikeUnit  [author] 18 Nov, 2024 @ 4:46am 
@christophe.poth
@Nyarlathotep
The capabilities of Gespenst-A's defense fleet have been improved (reduced rate of fire reduction compensation).
Also, the cost of Felsen's Special Project has been increased by 5 times (250,000), but a cost reduction function has been added for certain high-tier technologies.
If all applicable technologies have been researched, the cost of the Special Project will be reduced by up to 66%.
christophe.poth 17 Nov, 2024 @ 9:01am 
Hi Nyarlathotep !

Do you have the same issue has me too ? the supership having a fleet power of 1 ? and the escort a fleet power of 3 K ?

If it's the case , i totally agree with you , but the problem come from the under-powered supership fleet power imo... if his fleet power was on par with a powerfull fallen empire fleet it could make sense that the Gespenst system could only be conquered toward the end game with powerful fleets.... the balance would be preserved . But i ,egree with you , that at this time it's not balanced at all ... hope 6thStrikeUnit will see our post and consider to change some balance issues....