Stellaris

Stellaris

!-sw_ships_next
52 Comments
Penguin Apr 21, 2020 @ 3:52pm 
@Sovietdominion Of course it's for 2.6+ the latest mod update was literally yesterday :lunar2019deadpanpig:
Gomk Apr 21, 2020 @ 2:47pm 
Just a stupid question to ask but still I need an answer because I haven't found anything about it:

What if I just want these models in my mostly vanilla Stellaris? Can I use this mod without Weapons and Core Components?
Sovietdominion Apr 19, 2020 @ 11:59pm 
also wanted to say good work on compiling all of these
Sovietdominion Apr 19, 2020 @ 11:55pm 
Does this run under 2.6? Sorry if you here this question a lot
Larabee  [author] Apr 11, 2020 @ 4:27pm 
I think it would be star net, because it edits the ship class file, which this mod also does. You won't get some of the benefits of starnet because your running this mod. It won't have any consequences in terms of game breaking glitches.
From what I've seen tho, your not missing much, I think it was editing some the ai's resource management for building colony and construction ships.
Larabee  [author] Apr 11, 2020 @ 4:24pm 
Good luck
AzoorFox Apr 11, 2020 @ 12:47pm 
Switching did fix it, but now i'm kinda afraid about what kind of consequences that will have in my game, hopefully no major bugs.
AzoorFox Apr 11, 2020 @ 12:34pm 
No NSC, but i am using starnet and More Events (both i'm loading bellow your ships mod) i'll try switching things around and see if it changes anything.
Larabee  [author] Apr 11, 2020 @ 12:02pm 
Sounds like a mod incompatibility or load order issue. This mod and its dependencies need to be at the bottom of the list. But if your running with nsc2 enabled, that will break everything.
AzoorFox Apr 11, 2020 @ 8:13am 
I've just started a new playthrough and for some reason both the destroyer and the cruiser ships have vanilla textures, is this normal, or perhaps is some mod incompatibility?
Hunter Apr 6, 2020 @ 9:59am 
also force728 has some good defense station models to use in his Legacy Empire ships mod if you want to ask him for permission- the Golan defense platforms, if you would like to put them in as proper defense stations.
Hunter Apr 6, 2020 @ 9:52am 
would you consider changing it? The Victory-II was a mini star destroyer and had mainly turbolasers, if anything it would make sense to give the Victory-I more missiles since it has concussion missile launchers
Larabee  [author] Apr 6, 2020 @ 9:31am 
yes
Hunter Apr 6, 2020 @ 7:23am 
The Victory-II only has missile slots, is that intentional?
Larabee  [author] Apr 5, 2020 @ 10:24am 
@Excellcium You need to research the ship upgrades in order to progress through the ship tech tree.
So next cruiser up from the gladiator, the Arrestor, requires you to have the gladiator, the build speed and build cost upgrade, and both hull upgrades. However you should be able to find the battleships tech as its a vanilla tech I use in the mod. It'll give you the victory II I think.

This was done because, like you said, the engineering tree gets very fully. I can help keep the pool of techs the game will randomly pick from smaller by limiting the player to 1 or 2 ships + there upgrade techs in the pool at once.
This mainly benefits the galactic empire as they have over 20 ships.
Excellcium Apr 5, 2020 @ 9:28am 
Awesome, thanks.

I love this mod btw. It's a shame it's so incompatible with NSC as I'd love to have other empires use other scifi ship sets and remain competitive.

One request though. Could you raise the tech weigh (increase the chance of the tech appearing if that's the wrong term). I've had a couple of games for 200 years that only got as far as the gladiator. Theres just too much engineering research in a modded game that they come up too rarely.
Larabee  [author] Apr 5, 2020 @ 4:18am 
@excellcium Yes fighters will be restored.
@Valencrone Turn off nsc2, it's super not compatible.
@philosophical owl that is a very good point. I'll see what I can do.
Excellcium Apr 5, 2020 @ 2:39am 
Will the fighters be restored for the factions?
PrattPratt Apr 5, 2020 @ 12:13am 
Can someone help me? Seems like the texture of the Star Destroyer are broken. The texture appears just to be black but other ship has it. Should i turn NSC off? or do something else?
Thanks!
Philosopher of Aesthetics Apr 4, 2020 @ 7:31pm 
Can you add more tiers to spaceports like NSC2 does. If these ships are so powerful spaceports wont have much strategic value. Also please keep this mod in legends canon so no Disney sequel trash.
Hunter Apr 4, 2020 @ 4:17pm 
and also I don't think the Galactic Republic fighters are in yet
Hunter Apr 4, 2020 @ 4:16pm 
Sith Empire fighters need to be waaayy smaller, they're larger than the ships they come out of haha.
Larabee  [author] Apr 4, 2020 @ 2:18pm 
how much smaller do you think they need to be half? 10x? I could do testing my self but I actually cant be bothered right now
Castilin Apr 4, 2020 @ 1:07pm 
Sith Empire fighters are a bit... large. and by large I mean massive.
Lewy Apr 1, 2020 @ 6:40am 
I can t train lucrehulk, why?
Batsch the Great Mar 23, 2020 @ 1:18am 
could you also make the strikecrafts smaller ?
btw could you also change der weapons of them to blasterlike animations ?

they are too big for real star wars experience :D
Veileen85 Mar 22, 2020 @ 10:00pm 
Will Sith Empire ships make a return in this version?
Larabee  [author] Mar 22, 2020 @ 1:32pm 
research_technology tech_disabled_weapons
To enable the vanilla weapons
its not required but the ships become very expensive without modifications to the weapons. disabling vanilla weapons is to help with the AI.
JudgeAlfred Mar 22, 2020 @ 12:49pm 
Two questions here:

1) Will the game inevitably crash without adding the weapon mod in? I'd prefer to simply use the original star wars weapons and vanilla ones, without the latter being completely removed.

2) If it requires your additional weapon tweaks to work I assume there is a way to stop it from removing all other weapons? If so what is the best way to go about this (General concept)


I'm just looking to be able to use this modification alongside other ones without forcing everything to use modified star wars weapons.

Thanks.
Hunter Mar 22, 2020 @ 8:14am 
Nice, thank you! I really like watching the republic arc-170s zoom around;D
Larabee  [author] Mar 22, 2020 @ 2:47am 
Oh yeah, they are.. I'll add them back later. Forgot about them lol
Hunter Mar 21, 2020 @ 7:54pm 
Hey Larabee sorry to bother again - I notice that strike craft are missing, are you going to be adding those back to this build any time soon or if its simple is there a way I can do it myself?
Larabee  [author] Mar 21, 2020 @ 7:59am 
Juggernaught won't get any star wars models, sorry.
Slade Mar 21, 2020 @ 2:57am 
Just wanted to toss this out there for your consideration,
https://www.moddb.com/mods/republic-at-war/images/rothana-battlecruiser
maybe this could be used for a Juggernaut for the Republic, or used to flesh out the ship list. There is also a Rothana Destroyer as well from the same mod.
Thrawn Mar 19, 2020 @ 4:02am 
Great, thx for the clarification ! Look forward to the addition of tor and sith empire ships.
Larabee  [author] Mar 19, 2020 @ 3:44am 
yep
Thrawn Mar 19, 2020 @ 3:11am 
I see, so e.g. for Rebel Alliance i can build all 15 classes and all i need is to research a different tech for each one of them ?
Larabee  [author] Mar 19, 2020 @ 2:52am 
The ai works around it because if you give it a star wars ship set it will use it correctly partly helped by the fact you can't unlock vanilla ship classes by using a star wars appearance.
Larabee  [author] Mar 19, 2020 @ 2:50am 
Yeah so? It's balanced with it self, not with vanilla.
Thrawn Mar 19, 2020 @ 1:23am 
There are many ship classes listed for every faction, but i wonder what does it look like ingame if it's not nsc comaptible ? I mean there are only few classes in vanilla...
Larabee  [author] Mar 18, 2020 @ 7:44am 
I realise I never added the carrier combat computer to any of the ships, should probably do that soon..
Hunter Mar 17, 2020 @ 2:38pm 
I believe I figured it out, thank you! happy the ships work for the most part with the new update:)
Larabee  [author] Mar 17, 2020 @ 1:56pm 
you'd have to go look in technology file to find the exact name for the game to accept it
Hunter Mar 17, 2020 @ 1:55pm 
Alrighty thanks for quick response:)
Larabee  [author] Mar 17, 2020 @ 1:53pm 
you have to research the individual technology for each ship class so eg there is one for teh imperial star destroyer, one for the Ton falk, one for the bellator SSD. the command would be research_technology tech_[name of tech that unlocks ship]
Hunter Mar 17, 2020 @ 1:50pm 
Hey Larabee I have another question, is there a research_technology command I can use to get the shipclasses? tech_battleships gives Victory I for the Republic and i'm not sure how to get the Venator/Star destroyer tech through console
Cr'ic Mar 17, 2020 @ 7:29am 
so the 2.5 will get a up date in time well.
Star Wars Weapons 2.5 do not work any more sens the update to have any weapons on my ships i have to disable several star wars mod's
Larabee  [author] Mar 17, 2020 @ 7:22am 
when this is finished I'll push it out to the 2.5 branch. but there are some major ui issues in 2.6 right now so uhh. idk at all really.
Cr'ic Mar 17, 2020 @ 7:16am 
so this mod is the one we are using know the 2.5 starwars ship mod will not be updated?
Larabee  [author] Mar 13, 2020 @ 12:31pm 
nope you can't, the game will have a melt down then show you a crash report.