Stellaris

Stellaris

53 次評價
Special Ships : Shipbuilding Focus
   
獎勵
加入最愛
已加入最愛
移除最愛
Balance, Gameplay
標籤: Ships, Combat, AI
檔案大小
發佈於
更新時間
2.876 MB
5 月 27 日 上午 9:14
5 月 30 日 下午 12:31
8 項更新註記 (檢視)

訂閱以下載
Special Ships : Shipbuilding Focus

在 BaBoFantasy 的 1 個收藏中
[Collection] Better Ship Behaviors
5 個項目
描述
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]
47 則留言
BaBoFantasy  [作者] 6 分以前 
@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 36 分以前 
Yeah it would be awesome if it worked well with giga and ACOT, love this mod
Thorveim 11 小時以前 
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  [作者] 12 小時以前 
@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 13 小時以前 
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 5 月 30 日 下午 4:19 
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 5 月 30 日 下午 4:16 
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  [作者] 5 月 30 日 下午 12:43 
@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?
greatswizard 5 月 30 日 上午 11:50 
bit of an odd request, but it seems as thought the edicts can't all be activated if you're a gestalts, sicne they can't naturally produce consumer goods, are there plans to tackle this issue, or are the ships unlockable trought consumer goods, not meant to be unlocked by gestalts ?
also, I think an origin for this mod, allowing you to only use ships added by this mod, would be a neat option, or some kind of edict/species trait that restricts you into only using the ships added by this mod, over the regualr ones, would be neat (I'm not too familliar with if you can actually get such a system to work, so maybe instead getting the regular ships to cost ALOT more ressources instead, would be a workaround).
again, I understand if it's not part of the idea behind the mod.
BaBoFantasy  [作者] 5 月 30 日 上午 10:20 
@night_pryanik @Beathoven
I've found the cause. The ESC NEXT CP mod includes a script in its descriptor.mod file that defines mod dependencies, and this appears to scramble the load order regardless of how it's arranged in the Paradox Launcher. As you suggested, I've updated the mod description to instruct users to place NSC and ESC below Special Ships. Thank you once again for your help!

@Naraxa
Thank you for your comment. Unfortunately, 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.