Stellaris

Stellaris

(1.9) Ruler Ships and Stations for All
88 Comments
Reviera 12 Apr, 2023 @ 7:36am 
Outdated
g0jira 3 Aug, 2018 @ 2:42am 
same here, great mod :)
TheGaminODST 16 Mar, 2018 @ 3:27pm 
Big Fan of this mod! I just hope Paradox re-adds the ruler ships
Eidolan 4 Mar, 2018 @ 8:52pm 
such a shame, was always a ton of fun racing to get the biggest class of ship / station i could before my starting ruler died, and then trying to keep track of said ships to keep them from dying.
aZmoDen 4 Mar, 2018 @ 6:53pm 
@terran538 Would you be willing to put in the time? Theres no great rush but i was a big fan of this mod :)
Fervid Dragon  [author] 4 Mar, 2018 @ 5:46pm 
The flags that allow you to build ruler ships and ruler stations have no effect now. Even with the civic selected, a starbase does not show the option to build a ruler ship. Constructions ships also no longer have an option to build ruler stations, and starbases don't have an option for a ruler defense platform either.

The mechanic was abandoned by the devs a long time ago, but I made this mod because they didn't remove it. Unfortunately, 2.0's changes to ships and stations have broken the flags. I have some ideas for how I could resurrect the mod, but it would take a lot of tinkering to get figured out.
Eidolan 4 Mar, 2018 @ 4:48pm 
What flag / tag was removed that broke the ability to make the over sized ships?
aZmoDen 4 Mar, 2018 @ 2:36am 
I tried to put the code / mod back into the game. There is a problem where i think theyve removed the base code from the game. Its there in the static modifiers, but the trait doesnt trigger a secondary ship :(
myxaell 2 Mar, 2018 @ 4:06am 
it was a great mod, thank you author for it, it's a pity that in 2.0 you will have to play without it, it will be not the same game
Brummbær 27 Feb, 2018 @ 6:46am 
Had a problem with building oversized ships/stations/armies as a Machine Empire. Could only build one each and not one every 10 years. You might consider looking into that and it would be great if the mod could be updated for 2.0 =)
gizmoguy117 5 Feb, 2018 @ 10:21pm 
Just a heads up it seems to chose only your most powerful\expensive ship.was playing with ISBS and i could only build leader doomsday ships. awsome mod anyway.
Thaumaturge 1 Nov, 2017 @ 10:00pm 
nsc flagship + this mod = O:
JUstme27 29 Oct, 2017 @ 2:22pm 
I`m aware you said this but can I have a oversized lets say NSC Dreadnought i know you said compatible but is it "Added"
Fervid Dragon  [author] 4 Oct, 2017 @ 8:58am 
Yes, it should work for 1.8
Tman 4 Oct, 2017 @ 12:39am 
Is the mod working for 1.8?
Fervid Dragon  [author] 18 Sep, 2017 @ 10:06am 
That's actually how it works already! You get access to a better elite army when you take the first rank in any of the ascension paths. For elite gene armies you need to research Gene Seed Purification, for elite psi armies you need to research Telepathy, and for elite robot armies you just need to take The Flesh is Weak (since the synthetic path doesn't have any associated technologies you can research).
Yuya 18 Sep, 2017 @ 6:03am 
Could you make the elite guard army work similar to how the oversized ships work and be available for more than just assault armys? like if you have robots have a elite robot army or an elite genewarrior army?
Fervid Dragon  [author] 14 Sep, 2017 @ 9:44pm 
When you build a ruler ship or a ruler station, it should automatically be bigger than other ships of its class.
Violent Beetle 14 Sep, 2017 @ 2:41pm 
Hi, I'm trying to figure out one thing, and you might be able to help me :)

Does your mod actually make ships increase size, and if yes, how do you do it?
Fervid Dragon  [author] 1 Sep, 2017 @ 10:10am 
Nope! It's compatible with any mod that adds new ship sizes.
DoggieStyla 1 Sep, 2017 @ 8:53am 
does this overwrite 00_ship_sizes.txt?
btkbustech 2 Aug, 2017 @ 8:45am 
ok, thanks
Fervid Dragon  [author] 1 Aug, 2017 @ 5:34pm 
It should be. The only vanilla things that I've modified are the elite guard armies, which shouldn't have any impact on a ship mod.
btkbustech 1 Aug, 2017 @ 5:15pm 
is this mod compatible with Star Wars Empire Ships?
Fervid Dragon  [author] 1 Jul, 2017 @ 8:35pm 
No problem!
Eidolan 1 Jul, 2017 @ 8:31pm 
Opps, I 100% forgot I used the patch that made your mod only apply to life time ruler goverment types, so the change wont effect my games anyway. Sorry for the mix up.
Fervid Dragon  [author] 1 Jul, 2017 @ 8:10pm 
Hence why I set it up so you can get a new set of ruler stuff every ten years. Democracies could just elect someone new every ten years and get more ruler things, whereas oligarchies had to wait 40 years and dictatorships/imperial governments could potentially wait over 100 years.

I've set it up so every 10 years an event fires that removes the flags from your ruler that tell the game you built a ruler-specific thing. Democracies should be pretty much unaffected because they have 10 year terms, and everyone else can now keep up with them in terms of ruler ships/stations/armies.
Eidolan 1 Jul, 2017 @ 8:03pm 
Isn't every ten years way more often then other goverment types would get? Later game rulers can live 100+ years.
Fervid Dragon  [author] 1 Jul, 2017 @ 1:58pm 
Hey, I just updated this with hivemind compatibility and a buff to how many ships you can build (you can get a new ship/station/army every ten years or upon changing rulers).
[DFS]SciMan3010 1 Jun, 2017 @ 10:37am 
I wish you didnt need to get the civic lasting monuments civic. I am a socialist state, how am i going to get it now ;(
Eidolan 18 May, 2017 @ 8:43pm 
@wood morning I have this issue as well, but it seems that once you get past Destroyers it seems to fix it self, also sometimes if you START to build the ruler frigate then cancel it before it is built it can also lead to it fixing it self, I just always get to at least strike crusers before 1st leader dies so it's normally not and issue. But I can say 100% other then this little hick-up the mods work well with each other.
The Creacher 18 May, 2017 @ 6:36pm 
It seems that currently this is incompatible with New Ship Classes 5.0. It seems that any ship type after Frigates will not be able to construct a ruler class ship. I have the tech for destroyers and cruisers but I don't have the option to build a ruler-class of either of them. Only frigates.

I realise that you may not have any control over what is causing the bug. I wish I could help debug and resolve it (I would be happy to look through the code for both mods), but I don't know the first thing about how stellaris mods work. :P
Fervid Dragon  [author] 18 May, 2017 @ 6:08pm 
Yes. The modifier that is applied to a ruler ship adjusts its size relative to the base ship size.
iTz Huzzah 18 May, 2017 @ 5:44pm 
I apologise if this was previously discussed or in the threads, but is this affected by the downscaled ships mod?
Fervid Dragon  [author] 17 May, 2017 @ 7:28pm 
Yep! The only vanilla thing I overwrite is the Elite Guard Army.
Ardimech 17 May, 2017 @ 11:36am 
is this compatible with overhaul mods?
Fervid Dragon  [author] 15 May, 2017 @ 11:11am 
Yes! It uses the pre-1.5 ruler ships mechanic that was taken out of vanilla in 1.5 (they didn't actually delete it though).
Huntsman 15 May, 2017 @ 11:05am 
Is this compatible with New ship classes?
Eidolan 12 May, 2017 @ 6:41pm 
Wow that is powerful, with no cost addtion as well, makes me want to pick fleeting race trait now lol
Fervid Dragon  [author] 12 May, 2017 @ 6:39pm 
They get 50% more damage, shield points, hull points, and armor.
Eidolan 12 May, 2017 @ 6:37pm 
What is the buff added to the ruler ships exactly? I know they are bigger and have some more hull points, is they seem equal in the milltary power score but that is always been kinda buggy.
Fervid Dragon  [author] 12 May, 2017 @ 8:38am 
The elite guard armies don't use the same mechanic the ships do. The guard armies are just pre-defined armies with better stats, so any mod author who wants a special elite guard has to create a new army type for it. The ships use a hardcoded mechanic that applies a powerful buff to a ship when it's built.
Eidolan 11 May, 2017 @ 7:08pm 
Question, since your mod dose such a good job of working for mod added ship classes, does it work for mod added armies?
Fervid Dragon  [author] 11 May, 2017 @ 6:21pm 
Enjoy the new armies everyone!
jasonpepe 6 May, 2017 @ 11:17pm 
Loving your mod :) I had made my mod supported yours, so every ruler can build them again every decades or so.
Brutus Palin 4 May, 2017 @ 8:26pm 
Ok, figured out how to run events. The ship does get a boost in stats but the size didnt change any.
Brutus Palin 4 May, 2017 @ 6:11pm 
How do i run those events? Just type oversized.1 in the CC menu?
Fervid Dragon  [author] 4 May, 2017 @ 4:00pm 
Brutus, I've added two events that add the ruler_ship modifier to your ships. If you run oversized.1 with a fleet selected, it will add the modifier to every ship in the fleet. If you run oversized.2 it will add to modifier to every navy ship you currently own.
Fervid Dragon  [author] 4 May, 2017 @ 2:46pm 
Unfortunately not. It's a modifier placed on a ship at creation, and as far as I know you can't add modifiers to ships through the console. I can't change the mechanics of how you build them either, because afaik they're hardcoded.
Brutus Palin 4 May, 2017 @ 12:24am 
Or even to just convert a regular ship to an oversized one?