Stellaris

Stellaris

Realistic Ships
Ergebnisse 61–70 von 76
< 1 ... 5  6  7  8 >
Update: 27. Okt. 2016 um 7:38

Updated to Stellaris v1.3.1.

ATTENTION: READ THIS IMPORTANT CHANGE REGARDING HEINLEIN v1.3.1

The recent patch (v1.3.1) broke how the auto-complete ship button works in the ship designer. The most notable impact would be with combat computers and ship auras (disabled by Heinlein, re-enabled in this mod).

For example, when you auto-complete a battleship design, the AI selects a corvette battle computer. You can still change it before saving the design but auto-complete is totally messed up. Having said that, ALL ships designed and built by the AI also end up having corvette combat computers.

I have a workaround in place for RS but vanilla ships will still be affected by this unintentional bug so I don't see any reason for implementing it. I ask for your patience while hopefully Paradox quashes this bug real quick.

UPDATE:

I ran a simulated galaxy in observe mode for 500 years without any mod and I can confirm all ships built by the AI use corvette combat computers. The auto-complete ship button remains problematic and it is unknown if the auto-upgrade option is affected.

Update: 22. Okt. 2016 um 0:17

-------------------------------------
Version 1.4.0 (10-21-2016)
-------------------------------------

Heinlein made sweeping changes to the game. Here are the list of new changes to the mod:

  • All ship classes updated to use new ship sections and removed unused sections that were previously available.
  • Updated stats for all new ships to match Heinlein.

The following vanilla files were modified:

00_utilities_auras.txt
  • Heinlein removed offensive and defensive ship auras. Station auras are still there.
  • Ship auras from Dreadnought and Heavy Dreadnoughts were removed but restored for the Support Cruisers.
  • Future update will look into the possibility of not overwriting the vanilla file.
00_utilities_roles.txt
  • Heinlein changed the way combat computers function and fit into ship classes
  • New ship classes are now adapted to this new fitting function
  • SC, DN, and HDN use the new battleship combat computers (artillery role). BC uses the cruiser combat computers (mixed role).
  • Future update will look into the possibility of not overwriting the vanilla file.
Miscellaneous changes:
  • Added native support for Ship Power Stations mod
  • Minor tweaks here and there

Update: 3. Okt. 2016 um 10:55

As per suggestion of nazi super weapon, new ship classes will now have their own distinct icons. Also, the space for fleet icons were "widened" to accommodate the increase in ship class icons displayed from 4 to 8.

http://images.akamai.steamusercontent.com/ugc/267226724949554622/06323280C472AA40DE1F5C9C961FB7E396FAB6DD/

The new icons adhere to ship class variant philosophy (light, medium, heavy, support). This means cruisers, battlecruisers, and support cruisers will share the same general icon but with variations. Same with battleships, dreadnoughts, and heavy dreadnoughts.

Also added custom event for bug-testing and troubleshooting. To initiate the event, type events test_rs.1 in the console window.

Update: 8. Sep. 2016 um 15:57

Minor asset file code housekeeping to make it compatible with Dark Avain Shipset mod.

Update: 2. Sep. 2016 um 5:52

Minor asset file code housekeeping to make it compatible with Stellar Warpaints mod.

Update: 31. Aug. 2016 um 10:03

Corrected typographical error in battleship assembly yards tech that caused a 90% cost reduction to dreadnoughts instead of 9%. Thanks to ComplexGeometry for catching this particular brouhaha.

Update: 19. Aug. 2016 um 12:47

Re-uploaded mod to correct unknown issue that caused Stellaris to report the mod as unsupported. Many thanks to Saleth7 who was kind enough to assist with the bug testing.

Update: 16. Aug. 2016 um 9:28

-------------------------------------
Version 1.3.1 (08-16-2016)
-------------------------------------

  • Cruiser Assembly Yard spaceport module now provides build cost and build speed bonuses to support cruisers and battlecruisers.
  • Battleship Assembly Yard spaceport module now provides build cost and build speed bonuses to dreadnoughts and heavy dreadnoughts.
  • Ship culture specific techs now become available when Spaceport Level 6 is researched. Tech should also provide more info on what the tech enables.
  • Tech tiles can only display so much but added descriptions for all non-vanilla ship classes in case I decide to mess around with the pre-requisite/enabling techs in the future.

Update: 10. Aug. 2016 um 8:38

-------------------------------------
Version 1.3 (08-10-2016)
-------------------------------------

Updated to Stellaris v1.2.4.

New capital ship class, heavy dreadnoughts.

Arthropoid : https://sp.zhabite.com/id/tal_aranh/screenshot/1625057006725366877
Mammalian : https://sp.zhabite.com/id/tal_aranh/screenshot/1625057006725365935
Molluscoid : https://sp.zhabite.com/id/tal_aranh/screenshot/1625057006725364812
Avian : https://sp.zhabite.com/id/tal_aranh/screenshot/1625057006725363566
Reptilian : https://sp.zhabite.com/id/tal_aranh/screenshot/1625057006725362561
Fungoid : https://sp.zhabite.com/id/tal_aranh/screenshot/1625057006725361717
Plantoid : https://sp.zhabite.com/id/tal_aranh/screenshot/1625057006725360734

IMPORTANT NOTE ON HEAVY DREADNOUGHTS:

Heavy dreadnoughts will have significantly improved stern sections (more utility capacity) and 2 heavy sections (more weapon slots). You can pick and choose what sections to use but heavy sections are fixed. Furthermore, heavy sections differ for each ship culture model (avian, arthropoid, etc.) and heavy sections differ from one another.

For example, an arthropoid heavy epoch bulwark section has 4 medium guns + hangar bay, while a mammalian heavy epoch bulwark section has 4 medium guns and 2 large guns.

What this means is that heavy dreadnoughts for each ship culture model is unique. In the vanilla game, if you take a battleship for example and use the same sections and employ the same level of tech, you will always have the same ship stats regardless of the race you choose. With heavy dreadnoughts, heavy sections allow a certain level of variation between ship culture models. Mammalians and plantoids for example have better raw firepower while reptilians and molluscoids have slightly better armor.

Having said that, I do not want to hear any complaints about balance. In any case I think the differences are NOT that significant. If you find yourself outgunned by mammalian heavy dreadnoughts, maybe you should invest more in strategic resources to even out the odds.

A new tech for each race will automatically be added to all players and provides an explanation (somewhat) for the differences in design.


SHIP CLASSES

My idea of ship classes in the game:

Cruiser Class

Light - Cruiser
Medium/Heavy - Battlecruiser

Capital Class

Light - Battleship
Medium - Dreadnought
Heavy - Heavy Dreadnought


TWEAKS

- Adjusted ship cap points for all non-vanilla ship classes
- Adjusted dreadnought ship speed parameters because cruisers and corvettes are too damn fast
- Added custom engineering tech for each ship culture model. This allows for culture-specific modifications/additions to the game in the future.

Update: 4. Aug. 2016 um 10:06

-------------------------------------
Version 1.2 (08-04-2016)
-------------------------------------

Updated for Stellaris v1.2.3.

- Added plantoid support cruiser, battlecruiser, and dreadnought ship classes
- Tweaked arthropoid dreadnought section positions to minimize gaps between sections
- Tweaked fungoid dreadnought sections (just felt like doing it)
- Stay tuned for heavy dreadnoughts in v1.3

http://sp.zhabite.com/id/tal_aranh/screenshot/276228215778893484
http://sp.zhabite.com/id/tal_aranh/screenshot/276228215778892366