Stellaris

Stellaris

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Aggro! (tanking-computers)
   
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Oct 24, 2016 @ 7:45am
Apr 6, 2017 @ 7:58am
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Aggro! (tanking-computers)

In 1 collection by folk
Folk's Stellaris Mods
33 items
Description
Want your ships to charge forward with a complete disregard for health or safety? Then you've come to the right place.

This mods adds 3 combat computers that unlock along with the standard ones in the game (level 1, 2, and sentient, but nothing for precog yet).

The computers change the behavior of the ships in several ways; depending on ship type.
  • Increase maintenance cost
  • Increase combat speed to match Corvettes (with thrusters level 4 and 0 boosters equipped)
  • Increased hullpoints, shields, evasion, and armor
  • Adds hull regen % (like the military station aura)
And many other tweaks individually per ship type.
The tank computers are designed such that a ship equipped with a level 3 computer will survive indefinitely against 3 non-tank versions of the same ship type.
But it will die vs 4 of them. This has not been re-tested for 1.3.2, yet.

This scales up to fleet level, so if your fleet has 1x Tank Battleship, and the enemy has 3x artillery/tachyon/arc emitter XL Battleships (for example), you should eventually win. Provided the rest of your fleet composition within a few thousand power points of the enemy fleet.

Tank ships are not affected by friendly auras from Stellaris vanilla, from either military stations, or if they add them back to ships in some form. Friendly auras from 3rd party addons will affect them.

The computers also change the ship behavior, so that it will actually charge in to a minimum distance. Ships equipped with these computers will charge directly at enemy fleets, disregarding collisions and kill anything they find.
Please be aware that the ship armor bonus is a percentage bonus of the ships base armor plus any equipped armor. Also note that any ship can not have more than 90% total damage reduction from armor, so tweak your designs accordingly.

Try to keep the number of tanking ships at a minimum, because their brains are not equipped for strategic target choices for their weapons output. Not to mention the upkeep cost is horrible ;-)
Rebuild often!

These computers are only available for Destroyer and bigger, not Corvette.

Support for ships from Realistic Ships and NSC is built in. To my amazement, ISBS basically has tanking-computers already :-P

AI Empires
Standard AI empires will sometimes construct Destroyers, Cruisers, or Battleships with tanking computers in them.
I'm not sure how well this is tuned at the moment. I have ran games into year 2400, and seen the AI build them, but I don't know the ratio to normal ships.

Basically Paradox doesn't want us modders to be able to control the AI like I have done here.

So, for anyone curious, or anyone who wants to get technical, here's how it works:
  1. If they have the tech for tank computers + Destroyer
  2. Every month, there is a 10% chance that an AI empire will produce ships with this computer
  3. Usage priority of tank computers is set to a higher number than standard computers for this empire
  4. They are forced to auto-update their auto-ship-designs (which selects components based on said priority)
  5. They are forced to produce at least one ship, either Destroyer, Cruiser, or Battleship, with the computer.

For any modders, I've done a more detailed writeup.[forum.paradoxplaza.com] Also, I've documented the ship behavior[www.stellariswiki.com] coding to a large degree.

Got some feedback?
I really want some feedback on this right now, there's many of the values that probably need loads of tuning.
Mostly I'm not sure about the shield regen, hull regen and combat speed.
The behavior works fine, so the ships do charge, and all the regen works - I just think perhaps the amount of regen needs to be adjusted.
There's also quite a steep power draw from the combat computers, but I use this mod along with my other mod, "Ship Power Stations" (obviously hehe).

Please let me know what you think!
If anyone can help me make some better ingame icons, then please contact me :-)

Please check out my other addons!





And many others :-)
13 Comments
The Imperial House Jan 14, 2018 @ 10:12am 
well paradox can go fuck itself
Grunt4life Nov 23, 2017 @ 11:47am 
it took them a yearto update on the january update so pretty much dont expect anything to be done
Puppyg1rl Hyp3rp0p G4m1ng ♡ Jan 18, 2017 @ 9:58pm 
ive found that whenever i try and upgrade any ship if there is a design with a tank computer it will upgrade to that instead of a design with the same name, this kind of ruins my fleet, as i dont always want a single design for each ship type, this really needs to be fixed as soon as you have time.
bookclimber Dec 18, 2016 @ 10:42pm 
And I just saw that this is a problem that existed prior, so it looks like there isn't a quick fix
bookclimber Dec 18, 2016 @ 10:42pm 
Is it standard for all of my ships to want to upgrade into the equivalent ship size tanking computer? For instance if a have a destroyer and a tank destroyer design, every destroyer I build will try to upgrade into a tank one.
Velaroz Dec 9, 2016 @ 5:09am 
Could the aggro behavior get modified for the battleships and larger, so that they slowly circle around, rather than just squat their fat bodies in front of the enemy fleet? Looks... Odd seeing the blob effect.
Poncy Git Nov 27, 2016 @ 9:57am 
You sell penis mightiers?! I'LL TAKE A DOZEN!
Mimi Houllier von Schwarzlang Nov 18, 2016 @ 6:05pm 
I'm really enjoying a lot of your mods right now, this one is causing a little bit of a problem though.

If I have multiple designs, say, 3 different destroyers and one of them has your tank AI, the other two designs want to upgrade to that one at all times, no matter how similar or different they are in component composition. If I take off the tank computer for that one design, the other two work just fine again. Any idea what might be causing that? Maybe that AI build behavior is somehow interferring here?
Olafr_the_Viking Nov 12, 2016 @ 11:45pm 
I am happy to announce that folk is nominated to the Olafr the Viking's Modder of the Year 2016 award. Here are the other nominees: http://gamersparadiseolafr.tumblr.com/post/153116343025/nominees-to-olafr-the-vikings-modder-of-the-year
kitsune01 Nov 12, 2016 @ 2:18am 
I noticed that cruisers, using their normal AI, already take the majority of damage. maybe that'd be a better option than the charge behaviour? after all, these things are supposed to eat the damage for the rest of the fleet, not be half a solar system away from them.