Stellaris

Stellaris

! A Stellaris Remake
61 Comments
raven_gotreks 12 Nov, 2021 @ 11:05pm 
What languages does it support?
TortoTheConqueror 10 Jul, 2018 @ 2:21pm 
Can you make a fighter standalone?
Belaaron 29 Mar, 2018 @ 5:13am 
Bummer, I was hoping someone had removed missiles, strike craft and PD. Ah well.
folk  [author] 20 Feb, 2018 @ 11:11am 
Yes, that's the only way a mod can add custom designable ship types that the player can't build.

With the correct research, your Battleships will all launch strike crafts (drones) during mid/late game, and you will get access to the Carrier, which also launches drones.

So you create designs for them, and they are spawned automatically, and then despawn automatically. If there is more than 1 design, they spawn random.

The amount of drones spawned also depends on tech research.
Calligo 20 Feb, 2018 @ 10:48am 
While the mod is pretty awesome overall, for some reason building strike craft at a spaceport now requires a lvl 50 port.
folk  [author] 16 Nov, 2017 @ 3:35am 
Wait, you said "the clutter on the navy cap" - the drones should have a navy size of zero (0), so that doesn't make much sense to me.

Please explain yourself - do the drones in fact contribute to the navy size shown in the top bar of the screen?
folk  [author] 16 Nov, 2017 @ 3:32am 
Well, judging by some screenshots of Stellaris 1.9 that I was shown on discord, it seems that Paradox has incorporated the most important change this addon makes into the game; removing missiles as a starting tech and putting them in the torpedo slot.

That said, the other thing I do that is very important is that I remove the +armor components. Hopefully they steal that as well from me.

If that is the case, then this addon won't live on for much longer anyway. Or I might change it to only provide the drone designing (because from other screenshots it seems like they are adding a capital-type ship as well).

But yes, I have noticed that way too many drones spawn in some contexts. As you can see here:
https://github.com/stellaris-mods/stellaris-remake/compare/20171015-r1...master
since the last release version, I've reduced the number of drones spawned by FEs and Swarm by 50-70%, and buffed them accordingly.
Realhollow 15 Nov, 2017 @ 8:11pm 
I like the fighter/bomber aspect but the clutter on the navy cap is a pain is there anyway they could be set to self destruct once combat has ended as you said they are only drones :P
Nikal 11 May, 2017 @ 3:22pm 
I really like how you handled the Missiles and Torpedoes, although I find the Strike Crafts and Bombers feel kind of wonky. Also I'm not really a fan of how you implemented the Carrier-class and personally I prefer the way they did it in the "Ship Classes Extended" mod.
folk  [author] 28 Apr, 2017 @ 2:38pm 
@arai-san excellent, that will be very cool :-) please give me a good decription of how it goes
@brotore yes, unfortunately I'm not sure how I can influence that in a way that doesn't overly tip it in the other direction. There's a few defines you can edit in common/defines/00_defines.txt in the stellaris game folder that might have an impact (I don't know):

DEFAULT_ARMOR_RATIO = 0.4
DEFAULT_SHIELD_RATIO = 0.5
Brotore 25 Apr, 2017 @ 2:25pm 
I've noticed that the AI never builds armor, and always uses shields only.
nyandere 24 Apr, 2017 @ 7:16pm 
I really love the ideas of this mod and how it changes the game. My friends and I will be playing a MP game with it soon and will let you know how it goes. Thank you for making a really cool balance rework mod.
folk  [author] 20 Apr, 2017 @ 2:01am 
Yes, it's at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/815747064

The past 4 updates have only been to fix it for Stellaris updates.
st030 19 Apr, 2017 @ 9:39pm 
Is there any change log for this mod?
folk  [author] 19 Apr, 2017 @ 11:07am 
@Slynx Yes, it's the only way to prevent an empire from constructing a ship while at the same time allowing you to design it.
Slynx Jewel 17 Apr, 2017 @ 10:51pm 
huh? level 50 starport?
http://puu.sh/vnVWh/9e7412f0de.jpg
Drunetovich 9 Jan, 2017 @ 2:59pm 
That is right, both armor and shield now give plain hit points, only shield is more expensive but give regeneration. And armor is actually more powerful option in current iteration. Armor penetrating wepons still work, as there is still baseline armor value on every ship class, it is just can no longer be changed with extra armor plates.
Arexack 7 Jan, 2017 @ 1:42pm 
@folk: sorry, my bad. :p
It's that discussion "armour is unattractive now" that stuck that armour/shields=HP in my mind.
Brotore 7 Jan, 2017 @ 1:33pm 
Thank you again! I'm really loving this mod. Well done.
folk  [author] 6 Jan, 2017 @ 4:56pm 
@Areyar I'm going to tune down the torpedo slot damage output. I don't understand what you mean by "armor and shields are added to hitpoints".
@Brotore Ah, crap. I will fix that tomorrow. Thank you.
Brotore 6 Jan, 2017 @ 2:44pm 
new problem. The government type I'm using in one game (can't remember the government, despot maybe?) allows me to build one special ship per leader's life span. Sadly that ship is always a carrier, so I'm unable to take advantage of it.
Arexack 6 Jan, 2017 @ 1:15pm 
a mystery for now then... I'll try again later. I do like the concept of your mod....

I found that with everyone having missiles and torpedoes, but no PD, numerical advantage trumps technological prowess in the early 1000s of fleet power.
My corvette/destroyer fleets of about 'equal strength', but numerically about half of the enemy got decimated. (And I was focussing on armour vs shields because he was using kinetics vs my lasers.)
That reminds me: if armour and shields are added to hitpoints, how does this affect the weapons with bonusses vs armour/shields?
folk  [author] 5 Jan, 2017 @ 3:13pm 
If you want to disable the Carrier for everyone again I think you can simply open the console and type 'event zhowstart.3' without the quotes.
folk  [author] 5 Jan, 2017 @ 2:45pm 
No, it falls back to mammalian. I already tested it with all your mods installed and it worked fine for me.
Arexack 5 Jan, 2017 @ 1:58pm 
I've found rival empires can field fleets of carriers+fighters easilly.
I don't see anything untowards the he LotGH ships mod tough, maybe it's because it defines a non-standard graphical culture?
Brotore 4 Jan, 2017 @ 3:11am 
I see. thank you for the responds.
folk  [author] 3 Jan, 2017 @ 1:14pm 
(you get a new special project after 0-5 years if you have no carriers, and every 30-ish years if you have 1-5 carriers, which mimics the delivery/commission times of carriers in the real world)
folk  [author] 3 Jan, 2017 @ 1:01pm 
@Brotore That's the only method we know to make a ship designable but prevent the player from building it. You get the Carrier through the special project, because that's the only way give it to the AI as well without being incompatible with all other addons that add custom ships.

Basically the game has a hard-coded list of ship types that the AI should build, and only one addon can change it at a time. So by using the project, this addon skips doing that (because the AI does research arbitrary projects).
Brotore 3 Jan, 2017 @ 12:17pm 
Why is the mod telling me my stations need to be level 50 before I can make a carrier or fighters? How am I supposed to get a level 50 station?
Arexack 2 Jan, 2017 @ 3:05pm 
Seems it is still busted for me. designed a carrier-ship, got two fleets of destroyers.
Also somehow I can see betharian stones before I've researched them.
Odd stuff is happening all over the place. :/
I might need to reinstall. (Not due to this mod, probably my own misguided meddling)
folk  [author] 2 Jan, 2017 @ 2:34pm 
Yes, that is correct - and in addition to that I just a few days ago added a new ship class called the Carrier. The special project you get after researching Battleships grants you a free Carrier ship (they are not buildable).

But that project only works if you have a _valid_ Carrier design in your ship designer. Like I said, the Save button there will tell you why a ship design isn't valid, if it doesn't let you save it.

Unless you have some other addon interfering, all researched ships including the Carrier get autodesigns automatically.
Arexack 2 Jan, 2017 @ 11:04am 
I have not designed any carriers, I thought hangar components were removed and fighters would spawn from all battleships. will look into it.
folk  [author] 2 Jan, 2017 @ 5:04am 
It works here. The only thing I can say then is that before you finish the special project, make sure you have a valid Carrier design in the ship designer. Change it around a bit and try to click the Save button - if the Save button tells you that the design can't be saved, it should also tell you why.
Arexack 1 Jan, 2017 @ 2:39pm 
@folk Sure, their listed modnames are:
-! A Stellaris remake
-LotgH_Flag
-LotgH_Names (a personal WIP: just an edited mynameslist.txt)
-Planetary Computer
-SMG Battle Survivors
-SMG Fleet Logistics
-SMG Warscore
-the Free Planet Alliance

Maybe be I messed up a core-file by mistake... :(
folk  [author] 1 Jan, 2017 @ 1:40pm 
@Areyar I can't reproduce the problem, could you give me a full list of enabled mods, and which pre-generated empire or graphical culture you're playing as?
Arexack 31 Dec, 2016 @ 9:31am 
here [hastebin.com], it is mostly missing textures and attachpoints from the alpha FPAships mod, due to the creator's not using Maya.
In-game the mission event just created seven destroyers at Heinessen starport.
folk  [author] 31 Dec, 2016 @ 2:46am 
@Areyar can you do a game session where you get a destroyer group from the special project, quit the game, and copy+paste the contents of users/areyar/paradox interactive/stellaris/logs/error.log to for example hastebin.com and give me the link?
I will try installing your addons for myself and see what happens, but just in case I can't reproduce it, your error log would be useful.
folk  [author] 31 Dec, 2016 @ 1:38am 
Thank you both, I will take a look at these things tomorrow probably. The "problem" is that the fighters cant be part of the same fleet as the stations/spaceport, so you will immediately get a new fleet entry in the Outliner on the right side.

I am aware of the problem with the weapon techs, it's a product of me limiting the number of vanilla files I overwrite in order to stay compatible with as many other mods as possible.
Drunetovich 31 Dec, 2016 @ 1:17am 
I would second that, could you add fighters spawn to space stations and spaceports by default?
Arexack 30 Dec, 2016 @ 6:02pm 
Following your progress with interest. :)

I tested the mod and the carrier-group mission spawns a destroyer group for me.
most likely a conflict with another mod, just like to let you know in case it is serious. (I'll add a list of concurrent mods below)

Also fighters only became 'available' for me after I researched battleships, that is probably functioning as intended.
However it is weird to have 3 techlevels of fighterweapons available before actually being able to use them.
To use fighters earlier, maybe have planetary spacestations spawn a squadron of fighters? maybe through a buildable section. and have fighter design not linked to destroyer-tech.

other mods:
SMG's mods suplies, warscore and survivors
LotGH alliance ships (most likely culprit as it is a ship mod and at alpha stage)
LotGH namelist
German namelists
folk  [author] 27 Dec, 2016 @ 11:06am 
I added a Carrier class now, the guys at the NSC team let me use their model data :-)
In an existing game, you can enable the tech by opening the console and typing 'event zhowstart.4'. There will be no popup or indication that anything has happened, but after you do that, the Carrier tech will show up at the appropriate time.

I've made many weird decisions with the Carrier. For example, it's not buildable. You only get a special project every 30 years or so to build one, that is free, but takes 520+ days to complete. This was done in order to avoid overwriting the file that tells the AI which ship types to build, because all other addons that add ship types overwrite this file.
Drunetovich 22 Dec, 2016 @ 6:52pm 
The more balance, the less realism. Reality is pretty unbalanced.
Takehitsu 22 Dec, 2016 @ 1:27pm 
Balance and realism? All I want to know is what is he comparing this mod to, and how does it fail in comparison...
folk  [author] 22 Dec, 2016 @ 2:25am 
Well, that wasn't very constructive or informative, but thank you for the well wishes.
Belaaron 22 Dec, 2016 @ 2:11am 
So...I knew what I was going to find, but I wanted to try it anyway. What in the world were you thinking? Meh, it's your mod, do as you like. I prefer balance and realism, personally. But, good luck.
Takehitsu 21 Dec, 2016 @ 3:55pm 
Alright cool Just the hope that it is someday added is enough for me. Im currently experimenting with all kinds of mods at the moment but this specific mod will always be a part of my gaming for Stellaris.
folk  [author] 21 Dec, 2016 @ 3:52pm 
I agree, but I am not a graphics artist. I can't make the models, or the textures. I think what I am going to do is ask some other ship addon if I can borrow their models.

I am going to see if I can create a menu when you start the game to enable or disable such features. If I can do that, then I will add some ship types to this mod if some other addons let me borrow their models and GFX.

Personally I play with this + Realistic Ships now, but it is not ideal.
Takehitsu 21 Dec, 2016 @ 3:44pm 
I was going to ask a simplistic question. I have seen several mods out there that add ship types seeing as realistically there are Many more than 4 ship types and 2 strike craft variants.

So my question is do you intend to make more ships to vary the fleet capacity. The reason I'm asking this is because of all the mods that do anything to the ships and fleets so far yours are taking my nomination for Best. Only thing I feel is lacking is more variety of ships. Example battle Cruiser, actual Carrier Class etc.
Drunetovich 18 Dec, 2016 @ 6:09pm 
There are plenty of techs already, adding more doesn't feel right considering how you only get to chose from 4
folk  [author] 18 Dec, 2016 @ 6:04pm 
And with timed life, you think there is no need for a max cap?
Should I set the timed life to half the spawn timer, and make 1-2 techs to increase it, or would that be useless/annoying?