Stellaris

Stellaris

Special Ships : Shipbuilding Focus
119 Comments
greatswizard 3 hours ago 
seems as thought, in more recent versions. the marine juggernaught, has it's design thrown out of wack. (I admit, it may be a bug on my part)
in the design window, it does not have acess to a ship reactor.
Callipygian Apricat 12 Jul @ 4:06am 
I'll make a crude patch to remove the main two offenders, but some of these problems seem pretty vexing to fix given the AI's temperament. Ultimately the fact that one landing ship in a fleet can entirely erase the AI's interest in building armies can be crippling (and, to be quite honest, I'm not sure I understand the vision behind landing ships since they're just an extra expensive army transport). In any event, I'm not sure any empire particularly wants to have more than 2 specializations anyways, there's not really any pros thematically or practically set against a parade of possible misfortunes. I'm not sure how much of this can be resolved with fleet templates since the accessibility of these ships is inherently unstandardized. But that's just my stream of consciousness, I just wanted to let you know. Cheers, and thanks for all your hard work!
Callipygian Apricat 12 Jul @ 4:04am 
-Sometimes in wacky cases where webifiers are the only surviving ships, they can pin a small number of enemy ships while staying out of range - leading to infinite stalemate.
-The presence of landing ships seems to reassure the AI during a war that is has no use for armies, which sometimes means one landing ship repeatedly launching 1 marine army onto a defended planet hopelessly - infinitely stalling the war.
Callipygian Apricat 12 Jul @ 4:04am 
Absolutely glorious mod, I adore the erudition behind it. But it does pretty aggressively hamstring the AI. From what I've seen:
-AI accesses too many focuses concurrently and ends up with wacky fleets composed of a handful of vessels across 12+ different ship types, erasing individual military identity/specialization (+ its tactically incoherent).
-Sometimes the AI decides to make a fleet ~90% out of support ships, like webifiers or landing ships, leading to hilariously impotent navies. If these wet-noodle fleets meet the battle is doomed to become an endless mating ritual dance, as neither side can damage the other nor compel them to retreat - infinitely stalling the war.
Patchouli knowledge 10 Jul @ 12:29am 
@BaboFantasy
Oh! My bad ! Thank you for the reply!
焱淼 9 Jul @ 10:04pm 
@BaBoFantasy Thanks!

It seems I understand that "Hallucination" (NONE / NONE) is the specific implementation of the "Hallucinator" (M4P1 / M10A2) mechanism.I initially thought "Hallucination" (NONE / NONE) was also an independent ship configuration.
谢谢!我似乎理解了,"Hallucination"(NONE / NONE)是"Hallucinator"(M4P1 / M10A2)机制的具体实现。我还以为"Hallucination"(NONE / NONE)也是一套独立的舰船配置。
BaBoFantasy  [author] 9 Jul @ 9:26pm 
@焱淼
When entering combat, Hallucinator ship generates hallucinations.
These hallucinations have high targeting priority, drawing enemy fire and absorbing damage.
They disappear after a short duration and cannot be directly controlled.
https://forum.paradoxplaza.com/forum/threads/mod-special-ships-shipbuilding-focus-mod-description-and-ship-introductions.1760854/
焱淼 9 Jul @ 8:22pm 
Did I misread it? I couldn't locate the battleship named "Hallucination" (NONE / NONE).
Additionally, based on the description, I initially thought that "Hallucinator" (M4P1 / M10A2) was designed to enhance focused fire efficiency (similar to Deep Space Sky Fortress).

是我看错了么?我找不到"Hallucination"(NONE / NONE)这艘战舰。
此外,看描述我还以为"Hallucinator"(M4P1 / M10A2)是(类似深空擎天堡)增加集火效率的呢。
焱淼 9 Jul @ 7:32pm 
Got it, my bad. Thanks for the reply!
BaBoFantasy  [author] 9 Jul @ 7:22pm 
@Patchouli knowledge
Place NSC below this mod in the load order. That should prevent any issues.

@焱淼
It's definitely possible. In fact, when I first created this mod, that's how it worked. However, many users were confused because the edicts weren't visible even though the mod was enabled. That's why I changed it to the current system.
焱淼 9 Jul @ 6:50pm 
Can we hide the "edict" at the start of the game and only show it after the relevant tech is unlocked?
TY 9 Jul @ 4:00am 
Sounds good, mind sharing your ID?
BaBoFantasy  [author] 9 Jul @ 3:15am 
@TY
Of course! You’re also welcome to contact me on Discord. :steamhappy:
焱淼 8 Jul @ 9:07pm 
Wow~
TY 8 Jul @ 2:50am 
This mod is very creative! Can I get your help for a ship mod?
Doviena 1 Jul @ 10:26pm 
@Captain Bart This mod is probably balanced against Vanilla, not mods like Gigas. Gigas is great, but not everyone uses it. If you are that concerned about it, create a sub-mod, don't expect a mod author that is already doing awesome shit for free to cater to you.
Captain Bart 1 Jul @ 2:42pm 
@BaBpFantasy Giga's allows you to do some truly cursed stuff, currently I am trying to construct as much planetcrafts and Attack moon's to whipe a FE that jumped my ally, and I was thinking that I'm moving whole planets, yet I can't get another Mobile fortress.
eqN 30 Jun @ 6:36pm 
Wow that is so fantastic to hear. This mod is truly incredible. Thank you!
BaBoFantasy  [author] 30 Jun @ 6:24pm 
@eqN
Absolutely! Randomly generated empires are also assigned one or more shipbuilding focuses. It's not entirely random - it's a weighted selection based on factors like the empire's weapon preferences and ethics. For consistency, the focus usually doesn't change once it's set, but in some cases, an empire might start with a small-ship focus early in the game and switch to another focus as they unlock new technologies. The trait is not mandatory and serves more as a secondary option!
BaBoFantasy  [author] 30 Jun @ 6:17pm 
@Captain Bart
To me, it actually seems even stranger that you can so 'easily' turn moons or planets into starships...
eqN 30 Jun @ 6:12pm 
Hello! When I randomly generate empires does this mod make sure all of them has one of the new traitss somehow? I really like to have all randomized enemy empires rather than making a bunch of pre-set ones. I even use a mod to make sure I have none of the vanilla pre-set empires. Hoping random empires will also get a random trait for their ship type!
Captain Bart 30 Jun @ 9:05am 
Quick question will there be ever an option to remove the ship limits? It feels kinda wierd to be easliy able to convert moons and planets into starships yet be unable to make more fortreses or nova cannons.
greatswizard 23 Jun @ 12:31pm 
yup, works now. thanks.
BaBoFantasy  [author] 23 Jun @ 10:44am 
@greatswizard
Ah, it looks like that issue was caused by a mistake on my side. Thanks to you, I was able to identify the cause, and it should be fixed now. I really appreciate you letting me know — and I'd be even more grateful if you could cross-check it for me. :steamhappy:
greatswizard 23 Jun @ 10:27am 
been having a bit of trouble, i'm running with the Powerful & Realistic Orbital Bombardments mod, and it seems as though it's making the marine ships broken (they no longer deploy units when bombarding planets)
I suspect it may be because this mod rewrites the agressive bombardment stance as well as giving a custom bombardment stance.
just thought I'd warn anyone using other mods that add in new bombardment stances.
kequilla 23 Jun @ 7:21am 
Understandable regarding bioships. If I may offer some ideas, bioships can follow different paradigms. Parasitism, predation, symbiosis, miasma to name a few applicable doctrine headlines. Parasitism is a more direct compare to marine, predation to large ships(Possibly even ones that borrow the cuthuloids devour weapon), while symbiosis leans more into the support weapons available to weavers; Whereas miasma goes the debuff route. Support weapon availability on more ship classes for those last two would be my preference, but I also know their ai is a bit wonky.

Nanoswarm and space fauna navies though? The nanoswarm has the swarmer and the interdictor, so there is a lot of room to expand. Space fauna are the opposite with a lot of different ships already.
Rodя 23 Jun @ 4:52am 
@BaBoFantasy Are you planning any other types of ships? I really miss ships with torpedoes and air defense without unnecessary S and M modules
BaBoFantasy  [author] 22 Jun @ 11:16pm 
@kequilla
There's no support for bioships yet. It's a very new system, and since vanilla bioships already have their own roles assigned, I'm still thinking about how to naturally expand on them.
BaBoFantasy  [author] 22 Jun @ 11:15pm 
@PubEYE
간단히 알려준 것에 대해 기합스럽게 감사드릴 수 있는지 여쭙는 것에 대해 보고드리는 것에 대해 말씀드려도 괜찮겠습니까!
PubEYE 22 Jun @ 5:11am 
강습선 계열을 전쟁 중인 적 제국 다이슨 위성군 위에 주차했더니 해병대가 항성에 상륙 시도하는 기합찬 버그가 있는 것 같아요. 좌측 상단에 침공 알림이 떠 있는데 지워지질 않네요. 해병-지능에 대한 고증인가요?
kequilla 21 Jun @ 8:49pm 
Is there support for bioships, nanite ships, and space fauna navies?
ケイデンスKeiNodens 18 Jun @ 8:47am 
Thank you! I love this mod
BaBoFantasy  [author] 18 Jun @ 8:25am 
@frostdillicus
Thank you for letting me know. I also already left a comment on that mod requesting an update, but haven’t received any response yet.
If that part isn’t updated, it will likely cause compatibility issues not only with vanilla Stellaris but also with many other mods — and it’ll be difficult for me to provide proper support as well.
BaBoFantasy  [author] 18 Jun @ 8:23am 
@ケイデンスKeiNodens
Yes it does.
ケイデンスKeiNodens 18 Jun @ 5:24am 
Does the research adding corvette, frigate HP affect brawlers?
frostdillicus 17 Jun @ 4:46pm 
@BaBoFantasy

Tthe AVC revived project can be found here .

I think that most of the work should be done on the AVC side by replacing the restrictions on components from ship classed based to the new uses ship size component system. That's what I did at least to fix most of the issues. The advanced combat computers wouldn't show up. i'm not sure exactly how to fix that as my knowledge of Stellaris modding is very limited
Taurec 17 Jun @ 4:44pm 
Okay, thank you :)
BaBoFantasy  [author] 17 Jun @ 4:08pm 
@Taurec
When marine ships arrive in orbit of an enemy planet, they automatically deploy a certain number of marines based on the ship type.
This ability has a cooldown of 120 days.
Taurec 17 Jun @ 10:03am 
How do the special troop transports work? Do I have to load them with normal troops, or do I just add them to an existing fleet of transport ships?
BaBoFantasy  [author] 14 Jun @ 4:40am 
@ronasd36
글 확인했어요... 근데 저거 ESC NEXT 부품인데 원래 저 스탯인 부품인데요.... 그리고 함선설계창 툴팁에는 모디파이어는 적용이 안 됩니다 ;;;;;;;
ronasd36 14 Jun @ 4:06am 
BaBoFantasy  [author] 13 Jun @ 5:33pm 
@ronasd36
의견 감사합니다! 근데 돌격전함 코어 부품은 잘 작동하고 있는 것 같은데... 표기상 오류를 어디서 보셨나요? 캡쳐를 보여주실 수 있다면 감사할 듯 합니다 ㅠ

@卡尔文迪斯梅特
Thank you! I’ll add it soon!
卡尔文迪斯梅特 13 Jun @ 4:16pm 
I made a new Chinese localization translation is here.Could you please add a link?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
ronasd36 13 Jun @ 11:24am 
돌격전함 컴퓨터에 오류가 있는것으로 보입니다.
컴퓨터에는 폭발형 무기에 -300%의 디버프가 존재하는 것으로 나와 있는데, 폭발형 무기인 미사일을 장착시키니 피해량이 300% 버프를 받은것으로 나옵니다. 표기상 오류일수도 있으나 일단 댓글 남깁니다.
항상 재밌는 모드 만들어주셔서 감사합니다.
BaBoFantasy  [author] 11 Jun @ 5:34am 
@frosdillicus
I also think AVC is an excellent and fascinating mod, but is there a version of it compatible with Stellaris 4.0? If you could share a link, I would really appreciate it. That way, I might be able to work on compatibility myself.
frostdillicus 10 Jun @ 10:48pm 
Well, I figured out most the problems with the other mod except combat computers. If I make the mod use the role based combat computer, the new computers will not show up on the ships added by this mod. Any suggestions?
frostdillicus 10 Jun @ 7:41pm 
Appreciate the nifty mod.

I am having an issue with the Additional Vanilla Components mod. It adds higher tiers of all the components, such as armor, shields, reactors, etc. The ship classes added by the mod are able to see the higher tiers of armor, shields, and drives, but are unable to see the higher tier reactors, thruster, and combat computers.

Are they just incompatible and its something that a patch needs to be made for?

Thanks!
Gake 10 Jun @ 1:52pm 
@Tairanos I had the same issue, but the mod page tells you exactly what to do if that happens.

This mod makes the AI pretty OP early game since they appear to gain access to the special ships almost immediately.
Tairanos 10 Jun @ 11:02am 
The mod is conflicting with NSC for me, made all the extra ships and components from NSC disapear
holden 8 Jun @ 3:28pm 
Alright I finally got around to playing with it excellent mod, my only gripe is the fact that these ships entirely change the meta of the game and make the base ships (kind of) very bad in comparison, which by itself wouldn't be bad but this really becomes a problem with stuff like the GDF where you can't build them there and the fleet becomes basically useless.