Stellaris

Stellaris

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Special Ships : Shipbuilding Focus
   
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27 Mei @ 9:14am
5 Jun @ 10:40pm
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Special Ships : Shipbuilding Focus

Dalam koleksi 1 dari BaBoFantasy
[Collection] Better Ship Behaviors
Item 5
Deskripsi
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 20250605



1. LRM Guide Systems are now divided into tiers 1, 2, and 3.
- Each provides a weapon range bonus of +25%, +50%, and +100%, respectively.
- Each tier becomes available with the unlocking of Bomb Ketchs, Arsenal Ships, and Devastators.
- The explosive weapon fire rate bonus has been replaced with an explosive weapon damage bonus.



2. Minelayer Stations and space mines have been updated.
- You can now check mine capacity and replenishment speed in the component tooltip.
- The mine capacity based on starbase tech level has increased from 15/20/30 to 20/30/60.
- It still takes 5 years to fully replenish the mines.
- The damage and evasion rate of mines have been slightly reduced.
- Mine damage is now affected by explosive weapon modifiers.

3. Compatibility with the newly updated ESC NEXT has been improved.

Existing save files can still be used 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

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AI empires fully understand all of this mod's content and engage in combat with uniquely themed fleets based on their individual preferences.
If desired, you can assign a fixed shipbuilding focus to custom AI empires.



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, ACOT, Gigastructure, and all shipset mods.
To use it with Real Space Ships in Scaling, apply this compatibility patch.
All compatible mods must be placed above this mod in the Paradox Launcher mod list.
However, NSC, ESC NEXT, and their addons must be placed below this mod.


Language Support

Shipbuilding Focus supports all Stellaris ♥♥♥♥♥♥♥♥ languages, but in English.
日本語化 by karokaro3.


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


[discord.gg]
67 Komentar
BaBoFantasy  [pembuat] 6 jam yang lalu 
@DaWang
It should be fixed now.
BaBoFantasy  [pembuat] 7 jam yang lalu 
@DaWang
Maybe that caused by yesterday's NSC update. I'll keep up with that soon. Thank you for letting me know about it.
DaWang 8 jam yang lalu 
Somehow, someway, using this mod in conjunction with NSC3 causes the exploration cruisers in NSC3 to not be able to use vanilla reactors, meaning that exploration cruisers cannot be constructed until late game when NSC3 reactors are researched.

I tested this with a mod list of only those 2 active mods. Load order was this mod first, then NSC3.

I also tested this with the load order of NSC3, then this mod. In this case, I was entirely unable to design exploration ships.

My procedure for these tests was to start a new game, use console command `research_technology tech_explorationship_1`, then attempt to design an exploration ship.

Has anyone else tried this mod with NSC3 and encountered the same issues?
BaBoFantasy  [pembuat] 4 Jun @ 6:20am 
@holden
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.
holden 3 Jun @ 2:31pm 
So I'm guessing this isn't really compatible with biological shipsets yet?
BaBoFantasy  [pembuat] 3 Jun @ 1:32am 
@Sacredlife
Thank you for letting me know! I hope you're able to find the cause soon...
Sacredlife 3 Jun @ 12:11am 
@BaBoFantasy
Turns out that it's not your mod that's causing me to have fleets randomly and magically spawning. I had just assumed it was yours because it was the only new mod I had downloaded. Apparently one of my other mods got updated and is causing this, so now I get to turn them all off then turn them back on in batches to find the culprit.
BaBoFantasy  [pembuat] 2 Jun @ 8:11am 
@Thorveim
Exactly, that’s a relief. The issue was caused by some legacy code in ACOT.
I’m really glad the ACOT team accepted my suggestion right away!
BaBoFantasy  [pembuat] 2 Jun @ 8:10am 
@玄鸟
I've just uploaded the update you suggested - custom AI empires can now be assigned fixed shipbuilding focuses!
In the end, I had to use species traits - I couldn’t find a way around the civic slot limit - but since the traits are removed right after the game starts, I think it works out fine!
Thanks again for your great idea! :steamthumbsup:
Thorveim 2 Jun @ 4:26am 
seems the ACOT update fixed the issue, the ships seem to all be available to use now :)