Stellaris

Stellaris

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bfcao115 May 12, 2016 @ 9:41pm
Spaceport modules that have a ship modifier
Does it only affect ships that near this spaceport?
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Showing 1-12 of 12 comments
Puma May 12, 2016 @ 10:45pm 
I've been trying to find this out as well. I'm hoping that just by building at one starport the bonus is empire wide because that's the only way most would be useful to me but I can't find the answer.
equinox1911 May 12, 2016 @ 11:00pm 
The Spaceport moduels are a bit quirky.
They have 3 different kind off effects:

1) Planetary, like the observations platform or solar provide something for the planet.

2) In Orbit, well duh. And i put Station Mod here as well because, duh.

2)On ship aka the intresting one :D
These ONLY work on newly built ships from that station!
Which i find a bit weird for modules that give small percantage based upgrades (10-20;
10 for weapon dmg
10 for hull and
20 for shilds i think)
but they usually take strategic ressources.
Upgrading in that station does not add the boni, which i would say is the least that could be done here ...
Just seems kinda bad right now.

Warlance May 15, 2016 @ 2:44pm 
Originally posted by equinox1911:
The Spaceport moduels are a bit quirky.
They have 3 different kind off effects:

1) Planetary, like the observations platform or solar provide something for the planet.

2) In Orbit, well duh. And i put Station Mod here as well because, duh.

2)On ship aka the intresting one :D
These ONLY work on newly built ships from that station!
Which i find a bit weird for modules that give small percantage based upgrades (10-20;
10 for weapon dmg
10 for hull and
20 for shilds i think)
but they usually take strategic ressources.
Upgrading in that station does not add the boni, which i would say is the least that could be done here ...
Just seems kinda bad right now.
where'd you get that information though?
NoticeMe3142 May 15, 2016 @ 3:06pm 
Originally posted by Warlance:
where'd you get that information though?
Probably by playing the game and paying attention, which is how I did it.

"I wonder how this works?" "What are my ship stats before?" "What are they after?" "What happens if I build" "Does it change if I upgrade?" "Well, now I know."

Admittedly, not the best means of figuring it out, but experience never is.
tillathekilla May 15, 2016 @ 3:08pm 
Originally posted by equinox1911:
The Spaceport moduels are a bit quirky.
They have 3 different kind off effects:

1) Planetary, like the observations platform or solar provide something for the planet.

2) In Orbit, well duh. And i put Station Mod here as well because, duh.

2)On ship aka the intresting one :D
These ONLY work on newly built ships from that station!
Which i find a bit weird for modules that give small percantage based upgrades (10-20;
10 for weapon dmg
10 for hull and
20 for shilds i think)
but they usually take strategic ressources.
Upgrading in that station does not add the boni, which i would say is the least that could be done here ...
Just seems kinda bad right now.
Another example of Stellaris not telling you crucial small details i would guess, but what you are saying is for like a Engineering module which adds some ship modifyers i have to have built the ships from that space port?
ked May 17, 2016 @ 6:29pm 
Originally posted by CrowScape:
Originally posted by Warlance:
where'd you get that information though?
Probably by playing the game and paying attention, which is how I did it.

"I wonder how this works?" "What are my ship stats before?" "What are they after?" "What happens if I build" "Does it change if I upgrade?" "Well, now I know."

Admittedly, not the best means of figuring it out, but experience never is.
Well, I checked today the bonus from Teldar Ammunition Factory and didn't notice any difference at all. The ships I made in this port with and without the module, and ship from another starport were exactly the same. So it doesn't work (bug?), or the bonus is hidden (bug?).
Yes, I had a Teldar crystal, and yes, the ships were with kinetic weapons.
Slothrop May 17, 2016 @ 10:48pm 
I also failed to see a difference in the damage tooltips when constructing ships with kinetic damage at stations with the Teldar ammunitions module. Tried it at stations with and without the module, same damage numbers. Also tried it with and without any modules at all in case the bonus is empire wide. No difference.

A small bug, otherwise I am really enjoying this game!
Last edited by Slothrop; May 17, 2016 @ 10:49pm
Tanatox May 18, 2016 @ 9:56am 
raw tooltips in ships don't change, if you check one of your build ships and wait there will be list of mods that ship has.
Morgian May 18, 2016 @ 10:06am 
All bonuses like that from stations or late research are not claculated in the ship stats, You can see them as a list when mousing over the ship. And by observing how your "weaker" fleet walks over the enemy like a doormat :)

I had in the end +30% energy damage and +25% hull points from research, plus faster energy weapon fire among other things.
Last edited by Morgian; May 18, 2016 @ 10:07am
ked May 18, 2016 @ 11:19am 
I tested it once more, now with Space Academy bonus, and there is the difference in ship's stats. Existing ships can't be upgraded to receive the bonus, so only new ships will get it. I don't know if an old ship that gets upgrade receives the bonus, I'm gonna check it soon.
Also, ships with and without the bonus from module stacks in the same slot, assuming they have the same version of the same class.

Edit: Upgrading doesn't provide the bonus.
Last edited by ked; May 18, 2016 @ 8:03pm
Col. Hathi Jun 14, 2016 @ 10:29am 
Super useful info! Ty guys.
Dray Prescot Jun 14, 2016 @ 7:02pm 
Watch out for the Crew Quarters Module, I think it reduces the maintenance cost of fleets nearby, which could be pretty useful during peace time.
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Date Posted: May 12, 2016 @ 9:41pm
Posts: 12