Stellaris

Stellaris

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Guilli's Ship Components 2.1
 
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1.850 MB
May 24, 2016 @ 3:04am
Jun 16 @ 7:08am
51 Change Notes ( view )

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Guilli's Ship Components 2.1

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Description
100+ new ship components & weapons with matching technologies, 8 new ship sections with aux slots, new advanced science ship
Compatible with version 2.0.0+, and all DLC
NSC - Compatibility Patch

This mod adds a lot of new ship modules as well as extra levels of existing ship modules and weapons. This mod is save game compatible.

The following have been added:

Ship Sections
These can be researched after getting the next tier of ships + their first hull upgrade research. These provide a total of 3 aux slots to the ship section.
  • 2 new corvette ship sections +2 aux slots
  • 2 new destroyer ship sections +2 aux slots
  • 2 new cruiser ship sections +2 aux slots
  • 2 new battleship ship sections +2 aux slots

Technologies
These are new techs to help speed up the component research.
  • 3 new techs to help speed up Physics research.
  • 3 new techs to help speed up Engineering research.

Ship Modules
  • Armoured Thrusters 1-4
  • Psionic Thrusters 1-4
  • Crystallis Ship Sensors 6-10

Reactor Slot
  • Crystallis Reactors VI - X

Utility Modules
  • Crystal Plating II - V
  • Crystal Armor VI - X
  • Phase-Shields VI - X (hive mind)
  • Force-Fields VI - X (Not materialists, not hivemind)
  • Psionic Barriers VI - X (psionics)
  • Adaptive Shields VI - X (Materialists)

Ship Crew Utility Modules
  • AI Ship Crew (materialists)
  • Psionic Ship Crew (psionics, not materialists)
  • Clone Ship Crew (cloning, not egalitarian)
  • Purifier Ship Crew (only for fanatic purifiers and xenophobes)
  • Alien Ship Crew (xenophiles and egalitarian)
  • Standard Ship Crew default crew you start with
  • Slave Ship Crew (authoritarian)

Auxiliary Modules
  • Crystal Targeting Matrix I - V
  • Crystal Tissue I - V
  • Ship Hangar Bays 1-5
  • Shield Capacitors II - III

Weapons
  • 2 new Lasers: Positron and Anti-Matter
  • 2 new Plasma cannons: Phased-Plasma and Chrono-Plasma
  • 2 new Energy Lances: Tetryon and Polaron
  • 2 new Disruptors: Resonant and Muon
  • 2 new Disintegrators: Improved and Matter-Energy
  • 2 new Arc Emitters: Vexed and Concerted
  • 2 new Missiles: Isokinetic and Chroniton
  • 2 new Swarm Missiles: Typhoon and Hurricane
  • 2 new Torpedoes: Cobalt and Tricobalt
  • 2 new Energy Torpedoes: Anti-Proton and Quantum
  • 2 new Railguns: Tri-Gaus and XV-88
  • 2 new Kinetic Guns: Kinetic Cannon and Kinetic Howitzer
  • 2 new Autocannons: Thunder and Thor
  • 2 new Mass Accelerators: Ultra Cannon and Omega Cannon
  • 2 new Point Defense: Mercy and Emperor
  • 2 new Flak: Flak Array and Flak Barrier
  • 2 new Strike Craft Tiers (final tier is dimensional unlock after salvaging/unlocking unbidden dimensional weaponry tech)

Techs
All modules have their own technologies. Some are rare. Tier 6 to Tier 10 modules come after their vanilla variants and techs, so these are very much late game technologies.
For those with Utopia DLC: The final tier weapon technologies have a low spawn chance unless you build the science nexus!
For those without Utopia DLC: the final tier weapon technologies will show up normally.
The science nexus increases the chance advanced component & weapons technologies show up by 500%

Recomended Addon Mod: Core Game Mechanics: Debris
ExNihil's Debris mod fixes/boosts the way debris works in Vanilla. Debris that you research will give you ALL the technologies that lead up to what's in the debris, not just the latest version.

Ship Power Stations for other mods.?
Feel free to make a compatibility patch. I sadly don't have the time.

KNOWN ISSUES
** Some modules do not correctly apply their stats to the ship builder UI. This is an issue with the game and ui that I cannot fix myself.
** Auto-upgrade between vanilla modules and my modules does not work (yet). I'd need to overwrite the vanilla files.

For other modders:
All my techs are prefixed with tech_c_techname
All my other files are prefixed with C_modulename/componant



Please don’t forget to rate my mod and have fun! :)


Support me
If you really like my mod and wish to support me, feel free to drop something. It would help a lot! Thank you very much!

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Popular Discussions View All (3)
43
Nov 16 @ 11:36am
Suggestions here
Guilliman
28
Apr 21 @ 12:52am
Question regarding Crew (not about the UI display)
Deszeraeth
0
Nov 24 @ 5:03pm
If I would be to partly remove modules, how would I do it?
MusicManiac
< >
1,044 Comments
Mizati Dec 8 @ 8:52pm 
Just a note for anyone using this mod: Do not use it in 2.2
If anyone did get the bright idea to try to do so, Just don't. Not until it's updated anyway. Using this mod in its current form on 2.2 will cause a CTD.

Note to Guilliman: Love your work man, good luck with the update man.
Galaxar7 Dec 8 @ 5:11am 
update please to 2.2.1 ver
Guilliman  [author] Dec 8 @ 5:02am 
Thanks! going to be a while tho, updating my planet modifier one first :>
Treebeard Uncut Dec 7 @ 11:37pm 
Amazing mod mate, good luck with the 2.2 rework :)
Blaze5 Dec 6 @ 7:50am 
great mod, I've been using it for around two years in most of my modpacks. good shit homie.
jbailey9138 Nov 20 @ 2:36pm 
One of the best mods for Stellaris
Gordon519 Nov 18 @ 4:41pm 
the crew modules after being researched never show up as buildable in my ships
Guilliman  [author] Nov 17 @ 8:08am 
Balance issues mostly. Mod will get a substantial rework after 2.2.
Muggins Nov 17 @ 7:45am 
I'm not getting a lot of the crews - in the files, I notice they've been dummied out. Were they broken?
EmberTy Nov 15 @ 11:51am 
I find this mod cause it is impossible to get tech Dark_Matter_Power. no ships of fallen empires have dark matter reactor