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@MorallyGray US Astro Fleet Shipset
I think the rail gun, the kinetic weapon and missiles will fit this shipset well
Maybe the sentinel point defense. like the one in Terra Invicta(the game) you can took thing from that game, its actually pretty fire for the ship combat system and weapon. but yeah, I think anything that go Boom and brrt will fit this ship set well. (up from this it will be more of a suggestion of the details and mechanic) maybe if you can, make the Colossus shoot nuke instead of big ass laser to fit the aesthetic of low tech, make the strikecraft look more..modern time and lastly maybe if you can make some gimmick with it lack of artificial gravity technology that doesn't involve spinning
(PS. Please make VOLHE Engine from IXION, I wanna see it so bad)
Unlisted, but still works fine. As for what makes them unique, Terrahumans could have a more specific "human" factional bonus (perhaps based on modern day naval warfare), Organics could focus on regeneration like Molluscoids currently do (which might mean Molluscoids would need a new gimmick), and Salvagers could go for quantity over quality.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1668244020
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2162569447
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2172525967
These Warhammer 40k mods could at least stand to have patches that match them to extant types. I think you could get the vibe of Macro-Cannons, Lance Batteries, Nova Cannon x-slot weapons, and the other Imperial weapons systems with what's already present in your mod, so it'd be a matter of figuring out which extant species type 'fits the vibe'.
I will note they do actually all have full turret placement and such. Just that they don't quite line up with how Stellaris usually handles turrets.
Astartes would be focused on heavy armor and close-ranged kinetic weapons.
Vanilla Imperial Navy would be basically THE Kinetic Artillery faction, throw in some powerful long range lasers and close range torpedoes for flavor.
I know in lore Chaos ships are supposed to be older, but in gameplay BF:G tended to give them a lot of missiles, long range lasers, and strike craft.
I've not played AdMech ships enough within their own setting to know what they'd be, unfortunately.
You already support the Machine set, the same guy made this set.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=915432220
At the end of the day, its your mod, your rules, and you've put in all this hard work entirely of your own volition, so you should have the final say, and I respect that.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3250584386
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3048445733
It's fully sectioned, and I mean REAL sections not just turret nodes on a set base model. Also has turret models so I'm fairly certain it fit's your criteria!
My thoughts on armaments are either a Kinetic Battery/Plasma Thrower or Autocannon/Plasma Thrower as I think those would fit best with the whole pirate theme
Perhaps incorporate the capture harpoon mechanics from the Treasure Hunter origin that came with the Grand Archive DLC?