Stellaris
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Special Ships : Shipbuilding Focus
   
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Balance, Gameplay
Etiquetas: Ships, Combat, AI
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2.876 MB
27 MAY a las 9:14 a. m.
30 MAY a las 12:31 p. m.
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Special Ships : Shipbuilding Focus

En 1 colección creada por BaBoFantasy
[Collection] Better Ship Behaviors
5 artículos
Descripción
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]
49 comentarios
Jill Hace 1 hora 
yeah thanks from me too, this mod has become one of my favs
Thorveim hace 3 horas 
thanks for the answer! Now i play the waiting game for ACOT then... and in the meantime, props to your mod!
BaBoFantasy  [autor] hace 10 horas 
@Jill @Thorveim
I believe both ACOT and Gigastructural Engineering should be compatible. However, it looks like the ship components from the Gigastructural mod haven’t been fully updated to match the latest Stellaris version in terms of code. Hopefully, things will improve once the Gigastructural team updates their side.
Also, as you mentioned, the dedicated components for the PD cruiser — the tier 1, 2, and 3 P-slot missiles — might become somewhat weaker as the game progresses. In that case, you can simply replace them with standard P-slot weapons. While those missiles do have slightly longer range, their balance isn’t really out of line compared to higher-tier alternatives. Besides, the Guardian already receives bonuses to weapon range anyway.
Jill hace 10 horas 
Yeah it would be awesome if it worked well with giga and ACOT, love this mod
Thorveim hace 22 horas 
I'm curious since I'm new to this mod and cant verify it rn... does the mod mesh well with ACOT? The ship roles here are damn fun (love the dreadnought as a one-of-a-kind supership dedicated to direct combat and the spitfires) but would make me sad if the ships offered fall off real hard later in an acot game, expecially when it allows things that may make the PD cruiser and carriers kinda obsolete
BaBoFantasy  [autor] hace 22 horas 
@Sacredlife
That’s really strange. If you could share your mod list, I’ll take a look and see if I can spot anything.
Sacredlife hace 23 horas 
I don't suppose you'd have any idea what's causing a bunch of ships to just magically appear every couple of days? Its really baffling. I installed the mod for the first time, started a new game, and I just have constant new fleets magically appearing in my home system. Most of them are Brawlers, with a few Webbers and Jammers mixed in. And when I say a few Brawlers, I'm talking about fleets with 348 of them.
AlphaSkitarii 30 MAY a las 4:19 p. m. 
I apologize for my ineptitude, I just saw that none of the edicts pop up until destroyer tech, I am sorry I didin't realize that cause when I added this mod I already had destroyer tech.
AlphaSkitarii 30 MAY a las 4:16 p. m. 
Dang, I do not understand what happened, I was using this mod last night with no issue and now it is not working at all. I have tried moving around my load order but to no avail I am just receiving any of the edicts at the start of the game.
BaBoFantasy  [autor] 30 MAY a las 12:43 p. m. 
@greatswizard
Hmm... thank you for the good point, but I actually addressed that exact issue in the May 29 update by removing all edict costs except Unity. If Paradox Launcher didn’t update the mod properly, could you try unsubscribing and then re-subscribing to the mod?