Stellaris

Stellaris

Aux Module Expansion
 This topic has been pinned, so it's probably important
Killian  [developer] 21 Apr, 2017 @ 2:01am
New Module List
Moving this out of the main description. Here's a list of all the new modules.

Note that all offensively-oriented modules are restricted to military ships/stations. Science ships, for instance, can't mount Rangefinders to increase the range of weapons they don't have. Conversely, Survey Processors are restricted to science ships, as no other ship can survey to begin with.

Modules that increase things like sensor range, evasion, defensive stats, and so on, can be mounted on anything (except for ftl/mobility upgrades on defense platforms).

Sensor Tech:
* Auxiliary Array 1-4: Increases sensor range.
* Targeting Matrix 1-4: Increases accuracy and tracking.
* Rangefinder 1-4: Increases weapon range.
* Survey Processor 1-4: Increases survey speed. Restricted to science ships.
* ECM 1-4: Increases evasion.

Reactor Tech:
* Aux Power Core 1-5: Increases max power.
* Weapon Accelerator 1-4: Increases rate of fire, but reduces shield and hull HP.

Propulsion Tech:
* FTL Drive Cooling 1-4: Reduces time required to spinup/down before and after FTL.
* FTL Navigation 1-4: Increases warp range and FTL speed.
* Sublight Overdrive 1-4: Increases sublight speed out of combat.
* FTL Shock Damper 1-4: Reduces damage from eFTL, reduces FTL cooldown.

Armour Tech:
* Repair Drones 1-3: Adds slow hull repair. An alternative to Regenerative Tissue, but requires power.
* Reinforced Bulkheads 1-3: Increases hull HP and armour.

Shield Tech:
* Shield Hardener 1-3: Increases shield HP and shield regen.
* Amped Shield Hardener 1-3: Increases shield HP and shield regen, decreases rate of fire.

Laser/Kinetic/Missile Tech:
* Weapon Damage Boosters 1-3: Increases damage for a specific weapon type, but reduces two other hull stats.
* Multiloader: Unique Autocannons-based module that increases firerate for Kinetic and Explosive weapons, with no other drawbacks.
* Phased Plasma: Unique Plasma-based module that increases shield damage and armour penetration for all weapons.

New Engineering Tech: Weapon Cores (req Cold Fusion) unlocks;
Juggernaut Core: Increases damage and accuracy, reduces rate of fire.
Berzerker Core: Increases rate of fire, reduces damage and accuracy.
Siege Core: Increases range, reduces speed and rate of fire.
Shredder Core: Increases rate of fire and speed, reduces range.

New Physics Tech: Interdictor Field (req Cold Fusion & Mk3 Thrusters) unlocks;
Interdictor Field: Reduces enemy combat speed, speed, emergency FTL charge time, FTL charge time, and evasion.

Suggestions for new modules are welcome!
Last edited by Killian; 28 Jul, 2017 @ 1:44am
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Killian  [developer] 21 Apr, 2017 @ 2:13am 
Reserved for planned modules/upcoming plans.

Short-Term Plans:
* I may add expensive 'promotion' augments that grant a lot of small, all-round bonuses similar to the effects of the Fleet Academy. These would be unlocked by the same tech as the Academy.
* Obviously I need to look into the ai weights and costs/etc. in general.
* Localization will be expanded so it's a bit less copy-paste for some of the module descriptions.

Possible Future Modules:
* Fighter effectiveness modules. Currently it only seems to be possible to increase attack damage and attack speed. Would increase flight speed, etc.
* Weapon-specific cores. Would drastically increase the effectiveness of a single weapon type with fewer drawbacks than the weapon-specific boosters.
* Missile boosters. Would increase speed, evasion, etc.
Last edited by Killian; 21 Apr, 2017 @ 10:21pm
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