Stellaris

Stellaris

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Special Ships : Shipbuilding Focus
   
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27 mei om 9:14
30 mei om 12:31
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Special Ships : Shipbuilding Focus

In 1 verzameling van BaBoFantasy
[Collection] Better Ship Behaviors
5 items
Omschrijving
Special Ships : Shipbuilding Focus

Special Ships: Shipbuilding Focus is a mod that adds unique ships to Stellaris, enhancing the strategic and tactical depth of space battles.
Rather than simply introducing bigger ships, this mod adds a variety of specialized vessels to enrich your fleet combat experience.
Here[forum.paradoxplaza.com] is the detailed information about the ships added by the mod.


UPADATE 20250531

1. Improved compatibility with NSC and ESC NEXT. These two mods must now be placed below Special Ships in the mod load order.
2. Fixed several issues.
- Fixed a bug where ships were not being produced at the Mega Shipyard.
- Fixed issues related to landing ship behavior during combat.
- Mercenary enclaves will no longer produce marine ships.
- Fixed an issue where the wrong ship reactor could be installed on the Marine Citadel.
- Fixed a bug that prevented bombers from being used when ESC NEXT was active.
You can continue using your existing save files after this update.


Over 20 New Unique Ships



With seven different Shipbuilding Focus edicts, you can access more than 20 new types of special ships.
You may choose to activate only a few edicts to focus on certain ship types—or pay greater costs to unlock them all and form a powerful, well-rounded fleet.



The Carrier Focus lets you build advanced carriers equipped with powerful strike craft.
The Missile Focus enables ultra-long-range missile ships that outperform conventional missile vessels.
The Heavy Armor Focus provides heavily armored ships that crush enemy firepower.
The Small Ship Focus offers versatile early-game ships to dominate early wars.
The Large Ship Focus grants access to colossal warships with devastating firepower.
The Marine Focus allows you to deploy specialized troop carriers for planetary invasions.
The Fortification Focus introduces space mines, mobile fortresses, and even a massive interstellar cannon.



These edicts become available once you finish researching Destroyers.
Detailed tooltips in-game provide full information on each ship and its abilities.


Full AI Integration



The AI empires fully understand and utilize all content in this mod.
They build diverse and distinctive fleets based on their own preferences and strategies.


High Compatibility

Fully compatible with Better Ship Behaviors, and using them together is highly recommended.
It is also fully compatible with NSC, ESC NEXT, ASB, and all shipset mods.
To use it with Real Space Ships in Scaling, apply this compatibility patch.
All compatible mods except NSC and ESC NEXT must be placed above Special Ships in the Paradox Launcher mod list.
NSC, ESC NEXT, and their add-ons must be placed below Special Ships.


Please enjoy the mod and don't hesitate to leave comments or feedback!


[discord.gg]
58 opmerkingen
Thorveim 2 uur geleden 
seems the ACOT update fixed the issue, the ships seem to all be available to use now :)
BaBoFantasy  [auteur] 3 uur geleden 
@Thorveim
Thanks for letting me know. It turns out that the compatibility setup for NSC is what's causing the issue with ACOT. I’ll work on it and upload a fix soon.
Thorveim 4 uur geleden 
Ok now that ACOT is here, seems there IS a compatibility issue with most (not all) ships, they get an error named "SHIPDESIGNER_SAVEFAIL_MISSING_REQUIRED_COMPONENT". I cant identify what seems to be the exact part thats messed up, and it affects everything except landing ships, the dreadnought, the mobile fortress, and the marine citadel
Fat Chungi 8 uur geleden 
@BaBoFantasy gotcha, great mod still, I'll be waiting (if possible) on that bioship
greatswizard 18 uur geleden 
neat, recently tried using the armies ship, they're really fun, I was wondering also if the units you deploy also scale with your species traits/bonuses in army as well (currently attempting a "shipbuild only" run, and it's proving fun, if a bit expensive when it comes to actually building said fleets)
BaBoFantasy  [auteur] 19 uur geleden 
@King of Jordanistan
I should add this information to the forum thread as well.
To summarize:
Landing Ship provides one standard landing marine unit.
Assault Ship provides two landing units:
One standard marine unit.
The second depends on empire traits:
a. If the empire is Spiritualist without Telepathy tech: adds one extra standard marine unit.
b. If the empire is Spiritualist with Telepathy tech: adds a powerful Psionic Marine unit.
c. If the empire is not Spiritualist: adds a Marine Mech unit.
Assault Carrier adds a Marine Gunship unit on top of the above.
Marine Citadel deploys 6 times the force of an Assault Carrier.
BaBoFantasy  [auteur] 19 uur geleden 
@Fat Chungi
There's no support for bioships yet. It's a very new system, and since vanilla bioships already have their own roles assigned, I'm still thinking about how to naturally expand on them.
King of Jordanistan 21 uur geleden 
Hey, I really like the mod so far, just a quick question. Is there a list/ note saying how many armies each of the Marine class ships can drop on a planet?
Fat Chungi 21 uur geleden 
how does this mod interact with bio ships? like does bioships also factor with the edicts? does the AI also understand how to work with it and bioships?
Jill 1 jun om 2:00 
yeah thanks from me too, this mod has become one of my favs