Stellaris

Stellaris

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Crystallis Ship Modules Expansion
 
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0.929 MB
May 24, 2016 @ 3:04am
Dec 9, 2016 @ 12:05am
31 Change Notes ( view )

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Crystallis Ship Modules Expansion

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Description
121 new ship modules, weapons and technologies, 8 new ship sections with aux slots, new advanced science ship
Compatible with version 1.4.+, and all DLC

This mod adds a lot of new ship modules as well as extra levels of existing ship modules and weapons. This mod is savegame compatible as well as mod compatible with every mod out there.

The following have been added:

Ship Sections
  • 2 new corvette ship sections +aux slots
  • 2 new destroyer ship sections +aux slots
  • 2 new cruiser ship sections +aux slots
  • 2 new battleship ship sections +aux slots
  • new advanced science ship (more slots)

Technologies
  • 3 new techs to help speed up Physics research.
  • 3 new techs to help speed up Engieering research.
    Gradually they will appear and boost your planet research by 9% each.
    These techs are required to not slow down the game too much with the many module
    techs this mod provides.

Science Ship Modules
  • Deep Space Science Lab I-V (+shield +discovery, +surveyspeed, -fail chance)

Ship Modules
  • Armoured Thrusters 1-4 (+ speed, +armour)
  • Psionic Thrusters 1-4 (+ speed, +shield hp)
  • Crystallis Ship Sensors 6-10 (+ sendor/weapon range + tracking)

Utility Modules
  • Crystallis Reactors VI - X (+ ship power)
  • Crystal Armor VI - X (+ armour, +hull regen)
  • Phase-Shields VI - X
  • Force-Fields VI - X (Militarist, Collectivist, Xenophobe)
  • Psionic Barriers VI - X (Spiritualists)

Ship Crew Utility Modules
  • Robotic Ship Crews (robotics)
  • Psionic Ship Crews (psionics)
  • Clone Ship Crews (cloning)
  • Purifier Ship Crews (Xenophobe)
  • Alien Ship Crews (Xenophile)
  • Volunteer Ship Crews (Individualist)
  • Civilian Ship Crews (Pacifist)
  • Slave Ship Crews (Collectivist)
    (+ship damage, +hull hp, +shield hp, +armor %, +unique stats per ethos)

Auxillary Modules
  • Crystal Plating II - V (+ hull %)
  • Crystal Targeting Matrix I - V (+ weapon accuracy, tracking and damage)
  • Crystal Tissue I - V (+ hull regeneration)
  • Ship Hangar Bays 1-5 (+ strikecraft damage and flightspeed)

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 Cloud Lightning: Resonating and Luminous

  • 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

    Each new tier improves the weapons base damage by 20%
    Some weapons already have new graphical firing effects,
    others are still being developed



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.


[s]The AI, Fallen Empires and Crisis events will make great use of these new and extra level modules. So expect a harder game! Modules are fairly balanced. [/s] Temporarilly disabled this feature for balance and compatibility reasons with patch 1.3.0+ of the game.

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 doesnt work with my modules, presumibly this is somewhat weirdly hardcoded
** Auto-complete will not always give the best module layout.


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

Please dont forget to rate my mod and have fun! :)

Official Paradox Forums thread for mod discussion:
https://forum.paradoxplaza.com/forum/index.php?threads/mod-crystallis-ship-module-expansion.938210/
Popular Discussions View All (2)
29
Jan 4 @ 1:31pm
Suggestions here
Guilliman
22
Jul 1, 2016 @ 5:11am
Question regarding Crew (not about the UI display)
Deszeraeth
< >
439 Comments
Noobish Newb Jan 13 @ 8:34pm 
does this work with alphamod?
phoenix3716 Jan 8 @ 9:39am 
Cool mod, but I think I've noticed a slight bug. The Deep Space Science modules don't seem to be working properly. The shield strength and regen modifiers are applied properly, but the anomaly discovery, failure rate, and speed modifiers do not seem to be. When I look at a ship and see the Ship Modifiers window those ones don't come up, and the failure rate of anomalies didn't go down when I equipped my vessel with a tier 3 module. Not a huge issue, but it does seem to really nerf the usefulness of that module, especially since I imagine those are what it was primarily designed for.
[1ST] Sdt-Cpt_Zhakarov Jan 8 @ 12:55am 
Nice mod mate , i enjoy it now !
Guilliman  [author] Jan 7 @ 11:11pm 
Yeey someone got it! :P
[1ST] Sdt-Cpt_Zhakarov Jan 7 @ 5:00pm 
ahah XV-88 Railguns : Tau's superior Techs always wins :D
Guilliman  [author] Jan 4 @ 3:51am 
@TauShasla they are pretty powerful yeah, but easily counters by the new tier weapons. I'll keep an eye on balance as always though :)

@Anton Donovan, thanks for letting me know! My mistake on saving the tech icon, it's supposed to be "IV" instead of "VI", I selected the wrong numbering when saving the icon. Will be fixed in the next update.

@Clone crew stuff: Clone crew can be unlocked by every ethos except individualists and spiritualists. I restricted those as it seems a bit weird that a highly individualist or spiritualist society would be ok with cloning people. The clone crews have a pre-required "clone crew" tech, once thats researched you can start researching clone 1, 2 and 3 techs to unlock the crew modules. It's possible RNG (due to the way tech weighting works) makes you wait a long time for it to show up. It happens.
TauShasla Jan 3 @ 11:44am 
jsut got tier 5 hull regen tissue, equipping this on 2 slots on 1 ship makes my ships nearly invincible, you should rebalance those ;) great mod anyways
Anton Donovan Dec 29, 2016 @ 5:28am 
Why is Mercy Point Defense labeled as a tier 6 module when there isn't a tier 4?
legion248 Dec 26, 2016 @ 8:30pm 
@chrisgaming70 the techs are weighted in accordance with other similar techs if i recall correctly. So for example someone with psi tech has a greater chance at the psi crew. Genetic engineering techs weight for clone crews, ect. It's still luck of the draw even so. It is possible through no fault of your own not see a given tech for a long time. There is a reason the vanilla tree is pretty small. This mod increses total techs by about 30-40%.

There may be other factors in the tech weights in this mod that i am unware of though. Only the author can say for sure.
chrisgaming70 Dec 26, 2016 @ 1:36pm 
@legion248 what tech would i need to research to get i know some crews tech is ethos related what do i have to speciflly do to get clone crew? i have built a clone army to see if that would work but no luck am doing somthing wrong?