Stellaris
Warship Redux
55 commenti
Hopping Frog 25 feb 2024, ore 20:07 
I can't seem to equip a reactor to any ships. Is this a tech I'm missing or a bug?
UniverseMasterer 13 apr 2017, ore 3:18 
Gotta see this :)
Caesar 22 gen 2017, ore 12:56 
Sad to see this hasn't been updated for whatever reason. I really enjoyed it.
Crusader Vanguard 8 gen 2017, ore 11:33 
@docflamingo - I guess this means you are unable to update your work? I'm not trying to push you into it, just curious if you are still trying. Sad to see your work go. Best of luck to you either way.
bo1337 30 nov 2016, ore 4:13 
Hi! If this mod will be ever updated, please add compatibility with Power Stations and NSC addons. This will be great to have versatility of utility ships :)
docflamingo  [autore] 15 nov 2016, ore 9:57 
@Crusader Vanguard: Thank you kindly. It shouldn't be long.
Crusader Vanguard 14 nov 2016, ore 17:20 
@docflamingo - Take your time and focus on reality. I'm sorry to hear about your move due to Matthew. I was caught in it too, but I just lost electricity, internet, and cable for 3 days. Good luck with your new setup, and you're mod will be updated when you're ready and have the time.
docflamingo  [autore] 12 nov 2016, ore 8:17 
Soon.
Gelato 11 nov 2016, ore 23:35 
update?
docflamingo  [autore] 30 ott 2016, ore 7:22 
This mod WILL be updated within the week. I had to move due to Hurricane Matthew and my current internet connection is crap. New line installed on the 3rd so a few days after that all mod mods should be updated.
Kasrken Chimera 29 ott 2016, ore 18:45 
Is this going to be made compatible with 1.3 version?
Kursis 27 ott 2016, ore 8:35 
thank you Crusader Vanguard... at least I can fiddle around a bit with ships. But I am still not sure how to make it a player only ship.
docflamingo  [autore] 27 ott 2016, ore 6:42 
I have just moved and my current internet connection is screwed-up but I AM updating things and will upload the new mod versions soon. I am aware of the Plantoid ship issue and that will be fixed. As soon as I can do so the mods will be fixed.
Crusader Vanguard 27 ott 2016, ore 6:27 
@mdfred - I want you to go into the vanilla files and look at these files I'm going to point you to, and start studying their structure and such, so you start to get an idea of what your asking for:
Crusader Vanguard 27 ott 2016, ore 6:27 
1. common/ship_sizes/00_ship_sizes.txt - This is the main ship file, which controls the basic info of all ships. If you don't have an "entry" in this file, your ship will never exist.
2. common/section_templates/[ship_class] - This is where all the weaponry is defined for each segment of a ship you can select in the designer. They are separated for good reason, and the name of the file MUST match the name of your ship in the ship_sizes.txt file.
3. gfx/models/ships/[culture] - This is the hardest, most annoying part of making ships. You MUST have an asset file and linked gfx file entries for your ship for the game to know how to build your ship from ship_sizes data and section_template layouts. I suggest you just slowly look through the coding to mark how each is interconnected.
4. Localization file for naming your ship, segments, etc.
Kursis 25 ott 2016, ore 15:13 
I am trying to figure out how to add a buildable ship that only the gamer can have. I am not sure how many files have to be altered to add a new "class" of ship. Anyone able to give me some help on this? New to modding Stellaris.
Crusader Vanguard 20 ott 2016, ore 16:01 
@Docflamigo - I realize Heinlein just came out and you're busy figure out how you want to update your mod for it's new ship roles, however, since you're in the "process" of doing updates I would like to point you towards your Plantoids ship asset/gfx files as a place you would need to look for updating/fixing things. I've noticed a few issues there. I'm no telling you this to insult you or anything, just point out a place you may need to look into fixing. Also, I cannot explain this, but you may want to figure out what happened here LOL: You're Plantoid Star Cruiser is "split". Literally, without locator coordinates or any explaination. Here is what I get in-game with it:

http://i.imgur.com/0zrdk4Z.jpg

I hope you can figure this out and get your ships working with Heinlein. Best of luck to you.
docflamingo  [autore] 2 set 2016, ore 1:39 
@Lord Hylia: Only if you are willing and able to remod the 00_ship_sizes.txt. If you build a few corvettes early on, before the pirate event, you have more than enough prep time to be ready for it.
Lord Hylia 1 set 2016, ore 19:19 
Is there a way to disable the scout ship class? the mod replaces the starting 3 ships with them and I could probably use the 1s corvette instead?
docflamingo  [autore] 17 ago 2016, ore 20:13 
@=7Cav=BG.Burgundy: Interesting. I will go through these as soon as I have a chanve.
docflamingo  [autore] 16 ago 2016, ore 20:27 
@=7Cav=BG.Burgundy: Can you give me some examples? I'll download and look at them. I suspect it wouldn't be too hard.
=7Cav=Burgundy 16 ago 2016, ore 12:46 
Is there a way to get spaceport size expansion mods to be compatible with Warships redux? If not, is that something you would consider adding into Warships since you already have a solid base of spaceport modules?
docflamingo  [autore] 14 ago 2016, ore 22:54 
@=7Cav=BG.Burgundy: We aim to please and shoot to kill! ;)
=7Cav=Burgundy 14 ago 2016, ore 22:53 
looks good, thanks for the quick fix.
docflamingo  [autore] 14 ago 2016, ore 22:41 
@=7Cav=BG.Burgundy: I think I've fixed the issue. Please reacquire the mod (restart steam so the update will download) and let me know if the problem persists.
docflamingo  [autore] 14 ago 2016, ore 22:22 
@=7Cav=BG.Burgundy: I am testing this now. Will hopefully have a fix in an hour or two.
=7Cav=Burgundy 14 ago 2016, ore 22:20 
While playing the mod I noticed there seems to be an issue with the spaceport assembly yards, the Corvette yard doesnt modify scout designs, the Battleship yard doesnt modify battleships, the carrier yard does not affect carriers, and the naval assembly yard only affects dreadnoughts and nothing else. I tested this with only this mod running.
LoneWolfN7 11 ago 2016, ore 8:13 
Cool
docflamingo  [autore] 10 ago 2016, ore 21:31 
@Stormwolf_N7: Works with all ship types.
LoneWolfN7 10 ago 2016, ore 16:47 
Does this work with all ship styles, or only Mammalian?
docflamingo  [autore] 8 ago 2016, ore 20:56 
@Ultrakrypton: You are most welcome and thank you for playing the mod.
The Short Guy from Total Recall 8 ago 2016, ore 19:10 
It works now thanks for the help. Keep up the good work
docflamingo  [autore] 8 ago 2016, ore 18:31 
@Ultrakrypton: If not try to run the game with everything except this mod deactivated. When you start hit the tilder key: ~

This opens the console. In it type: research_technologies

Hit enter then the tilder again to close the console. then check the ship designer since they will now all be available. If the problem is there with only this mod running try unsubscribing and re-subscribing for a fresh download. Might have glitched during the update which sometimes happens.

Let me know if you continue to have trouble.
docflamingo  [autore] 8 ago 2016, ore 18:28 
@Ultrakrypton: Just did a double check--seems fine on this end so I am guessing a conflict. Are you running it with another mod that replaces any of the listed replacement files for this mod? "00_ship_sizes.txt" especially, that is the most likely suspect.
The Short Guy from Total Recall 8 ago 2016, ore 16:02 
Ships don't show up in the customizer
docflamingo  [autore] 8 lug 2016, ore 1:23 
@emperor_kk: Lol, no problem. We've all been there. Thanks for playing the mod.
emperor_kk 8 lug 2016, ore 1:17 
oh ok, that feels silly now... I had done that! You were writing in the decription to rate if we like it and i thought it was some other process ... (it was late in the night, oops)
docflamingo  [autore] 7 lug 2016, ore 20:52 
@emperor_kk: Thank you kindly! Just click the thumbs up at the lower right just beneath the main picture up top.
emperor_kk 7 lug 2016, ore 13:22 
great mod! thx for this! (stupid question how do i rate?)
docflamingo  [autore] 2 lug 2016, ore 22:27 
@DexterRexter: Thank you kindly.
docflamingo  [autore] 2 lug 2016, ore 22:26 
@]CIA[ Funnyguy3D: No. If you have a shipyard for a specific ship that will be used as the bonuses for those are slightly better. The Naval Yard gives a lower bonus but does so for every warship.
DexterRexter 2 lug 2016, ore 21:52 
@docflamingo Thanks man, great mod
JT 2 lug 2016, ore 19:39 
Question. Does for example the battleship yards and the Naval Assembly yards stack their bonuses?
docflamingo  [autore] 2 lug 2016, ore 17:12 
@DexterRexter: According to their listed file replacements it should.
DexterRexter 2 lug 2016, ore 17:08 
Is this mod compatible with New Ship Classes and More?
docflamingo  [autore] 27 giu 2016, ore 6:17 
Pics are up!
Aeolun JP 27 giu 2016, ore 4:40 
Awesome :)
Aeolun JP 27 giu 2016, ore 4:39 
@docflamingo Actually, reading it again I don't think that. But I do think it would be very useful :D
docflamingo  [autore] 27 giu 2016, ore 4:39 
@Aeoln JP: Ah, makes sense. These are all carefully balanced with the vanilla ships so not to be out of place. I will take some screen shots in the ship designer in a day or so and add them.