Stellaris

Stellaris

Guilli's Ship Components (no longer updated)
Guilliman  [developer] 12 Jun, 2016 @ 2:25pm
Suggestions here
Have any suggestion, post them in here! Easier for me to keep track of suggestions and comment on feasability. Cheers :)
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Showing 1-15 of 60 comments
Artanis 12 Jun, 2016 @ 3:37pm 
Spiritualism
Psi/Soul Beam - Heavy focus on shield penetration, since the only weapons currently that can penetrate shield are Torpedoes, and the rare drop from Extradimensional Invaders "Matter Disintegrator". A green, purple or pink beam like the regular lasers, perhaps? Additional levels adding range, or extra shield penetration.

Psionic/Mantra/Judgment Missiles - Side-track from whirlwind missiles, but with a completely different use. Always hits like most missiles, but high damage against shields or even penetrating shields.

Psionic Shields - Bigger capacity, or monthly regen at the cost of more power. Or copies of the regular shields, but using less power (or even gain some).

Materialism
Nano/Magnetic Wave - Heavy focus on armor penetration or hull damage. Orange, or grey/blue beam based off the Matter Disintegrator. Perhaps additional levels that add more range, or extra % on penetration.

Singularity/Graviton/Quantum Driver - Upgrades from gauss cannons, higher tier/damage.

Singularity/Graviton/Quantum Missiles - Upgrades from whirlwind missiles, higher tier/damage.
Last edited by Artanis; 12 Jun, 2016 @ 3:37pm
Dirty Dan 1 Jul, 2016 @ 5:40am 
Difficulty dependent Layouts
The new modules are awesome. It is also good and important that the AI uses them too. When it comes to Fallen Empires and crisis fleets: I read that fallen empire ships only use tier 6 (when it goes I-X), but how do they use the other modules? especially targeting computers crews etc where hardly different tiers are present? My concern is that especially fallen empire fleets are way too strong, given that they are present from year 1 and don't actually compete or have research to do. With regular AI empires this is a totally different matter. They actually must research the techs the same way the player does, so it would be unfair if they weren't to use the best modules as well.

Suggestions
(don't know if this is actually possible) Make different Layouts for Fallen empire and crysis ships depending on the game difficulty (normal, hard, insane). On normal Fallen empire ships won't use anything above tier 5 (of I-X modules) and tier 1-2 (of I-V modules) They only use crews on the lowest tech and no armored/psionic thrusters. On higher difficulties these could be raised proportionally. When it comes to crysis fleets: please no max tech ships on normal :( but they should be actually stronger than fallen empires. The game is already challenging enough for people without extensive experience and people who rather want the maximum challenge already play on hard or insane I assume?
I'd like to hear your opinions about that, if you find the time. Anyways thanks for all your work! In my opinion still the only "must have" mod for stellaris in the steam workshop :)
Guilliman  [developer] 1 Jul, 2016 @ 6:08am 
Hi Dan;

I have run a lot of "obersver mode" AI only simulation games with various different layouts for both Fallen Empires and Crisis fleets. It it really hard to balance right. Especially with multiple difficultyies and galaxy sizes in mind.

Right now I'm not sure if it is possible to set the FE/Crisis layouts based on difficulty.

I limited Fallen empires to tier 6 for tier I-X modules and tier 1-2 for Tier I-V modules because I wanted to prevent players from making war with them, shoot the little ships and wait for them to win. Only to get all the advanced tech from the wrecks. At some point, with tier X tech in wrecks it becomes worth it to attack a Fallen Empires.

Crisis ships have both tier 6 and tier 10 modules. Tier 10 arent salvagable from wrecks (this is sadly a global setting so I cannot make this crisis/FE only). The tier 6 modules are there to both make them not too powerful and to allow players/ai to salvage the technology.

I found out during the observe simulations that, depending where criris spawned, they could very easily take over the galaxy. To counter this somewhat I tried to balance crisis ships against Fallen Empire ships. It's why Fallen Empires are pretty strong. They're a buffer to help with crisis should they gain the upper hand.

I have communicated with the devs to make crisis difficulty scale based on galaxy size _and_ difficulty. Hopefully it will be something that look at in the future. I've always thought crisis fleet strentgth should be a percentage based on total galaxy fleet strength. Oh well.

I do a agree on normal difficulty and smaller galaxy maps the crisis fleets can be an issue. I'm unsure how to deal with that and not make crisis events too easy on harder difficulty and/or larger galaxy sizes.

That all said, it is something I try to keep in mind and activly test. But I'm only one man so doing a playtrough to see it first hand (rather than watch AI versus AI games all day) takes a lot of time.
Dirty Dan 1 Jul, 2016 @ 6:24am 
Hello Guilliman,

thank you very much for your fast and very detailed response! I'm glad to hear that the you already had the issues with difficulty in mind. Seeing how long it takes for Paradox to find a decent balancing for their game, it is very unlikely to achieve that with such a game-changing mod without a whole team of modders :) I just wanted to share my concerns with the current FE and Crisis fleets and the idea to change it based on the difficulty selected. Nervermind if that's not possible.
Jiur 1 Jul, 2016 @ 10:20am 
Only something really minor , but could you make the new sensors available to mount on stations as well ?
Guilliman  [developer] 1 Jul, 2016 @ 10:30am 
Something I'm planning to do yes. They didn't work and ran out of time for the big 1.2 update. Might take a good look at why they arent working this weekend
DarkSanity 5 Jul, 2016 @ 11:01pm 
The sensors for stations might be due to needing a seperate station specific version of it? Also with the ewar isn't really a issue as far as the sight goes.

As for some suggestions: A higher tier of some weapons that would still use a Large slot, but have higher dps and power consumption, that way dreadnaughts and higher could put their extra power capacity to a different use, in other words for more base dps as a option.

I would love for there to be a special module for military stations that would increase fleet capacity at the cost of power and minerals, and perhaps higher upkeep of the station. The increase could be base, or a %.

Also a side note/question: I never use missiles personally for my fleets, but is there a way to increase missile hp? If not a good module might do so for that specific ship, and maybe some bonus to the missile damage? Also better point defense in conjunction with this would make point defense more important as well xD.
Guilliman  [developer] 6 Jul, 2016 @ 4:31am 
I think I fixed station sensors (I forgot to rename a part).

Really cool suggestions. Station only stuff is definitally something I want to do. It'll allow stations to be really good defensive/slow down structures to protect your borders without it making ships too good.

Currently working on a lot of new modules (around 30?) for specific ethics. So far got ship crews for every ethic. I plan to do the same with a few other modules (as far as it makes sense). There will be psionic shields for spiritualists for example instead of crystallis shields).

Some stuff will be hardlocked to ethics to prevent weird ui issues in the ship builder and to keep the list of modules a bit smaller.

I'll probably try to release an update with the new ship crews and maybe one or two station only modules. And the fix for station sensors.

There is no way to modify missle fly speed or health sadly. Also I still need to look into if it's possible to make new weapons without having to overwrite the vanilla weapons stat file. They set that up so weirdly and everything I've tried hasn't worked. So for now no new weapons yet.
Last edited by Guilliman; 6 Jul, 2016 @ 4:32am
Artanis 6 Jul, 2016 @ 6:22am 
Stat file?
Guilliman  [developer] 6 Jul, 2016 @ 7:34am 
yeah all weapon stats are put in a scv file. I can add stuff to that but that also overwrite the vanilla file (and makes it 100% not ccompatible with any mods that change weapons. I have not been able to make a second file with new weapon stats working. I don't know if the stats can be written in the weapon component files themselves.
Jiur 28 Jul, 2016 @ 3:26am 
I honestly cant think of many things you havent covered by now, which is a good thing i suppose

New Modules

Overcharge Module - Higher firing rate (more than crystal lenzing array, but has no accuracy bonus)

Scope Module - Higher accracy (more than crystal lenzing array, but has no firing speed bonus)

Crystalline Defensive Matrix - Large slot only , bonus to armor , hp and shields - very expensive but you can have multiple ones

Crystalline Offensive Matrix - Large only, bonus to damage, firing rate and accuracy - very expensive but you can have multiple ones

Crystalline Mixed Matrix -Large only, small bonus to armor, hp, shields, damage, firing rate and accuracy - very expensive but you can have multiple ones

New tiers of Shield Capacitators?
Psionic Flux Capicitators - very high shield regen, but cost more power - "Spiritualism side only"

Peak Effiencieny Capacitators - High Shield regen, dont cost as much power - "Materialism side only "


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New Thrusters

-High Speed Thrusters ,higher speed, slight evasion bonus

-Crystal Infused Thrusters, Higher hull hp , less speed and evasion

-Moving Fortress Thrusters, almost no speed or evasion at all, but huge bonus to armor and hp

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New Combat Computers

Bombardment Behaviour - Crystal Infused Computer "Sniper" - higher range and damage , very slow firing speed

Bombardment Behaviour - Crystal Infused Computer "Artillery" -higher range, lower damage, faster firing speed

Swarm Behaviour - Crystal Infused Computer "Hive" - lower range, very fast speed , slight damage increase
Guilliman  [developer] 28 Jul, 2016 @ 8:31am 
That's some good ideas Chris! I do plan on adding more capacitors with ethos specific ones like you suggested :). More new engines wont go for now because of the way the UI ship builder works. If I remember correctly it breaks when too many modules are displayed on that "line" when you select an engine.

Moving fortress Thrusters is an interesting concept though!

Bit busy atm but won't forget your suggestions, might take a while though :)

Cheers!
Jiur 28 Jul, 2016 @ 8:39am 
No problem, glad i could give you a few more ideas for the future :D
Last_Misadventure 3 Aug, 2016 @ 12:25am 
Thanks for the mod!

Is there anyway you can have your new modules sort next to the vanilla modules of the same type in the ship builder?

This may only be a concern when your mod is used with New Ship Classes, but if you ignore shields and just focus on the + ship HP modules and + hull regen, some of the larger ships are nigh invicible. It's a bit too powerful...especially since neither module requires power. Having them require power, even a little bit compared to shields may balence it out a bit.
Guilliman  [developer] 3 Aug, 2016 @ 7:22am 
Not that I know of. It seems they are added as the game loads them from a file or files in the order they are coded (if one file). I think I would have to replace a vanilla file for that to order everything, but that would probably mess with a lot of other mods. So I won't do that :/.

Something I'll have to ask the devs to implement. Some kind of tag or somesuch.
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