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1. If you've invested into fleets of stealthy torpedo frigates, it doubles the number of torpedoes in your fleet. Stealthy torpedo frigates are very situational, but this straight up doubles their effectiveness.
2. If you're building a fleet of high evasion destroyers, it allows designing destroyers that combine kinetic artillery with two energy torpedoes and act as big ship hunters. Without the perk the design could only carry one energy torpedo, so you're again doubling the number of torpedoes.
Stellaris 4.0 compatibility patch:
- Added bioship cost triggers and modifiers to defense platform sections and T slot weapons.
- Implemented logistics trade upkeep and role selector background for standard ship sizes and removed piracy suppression data.
- Implemented triggers that block bioship empires from getting mechanical ship weapons.
- Added missing weapon tags for slot size to mecanical ship weapons.
- Added cosmic storm AI weight factors.
Other changes:
- Added new logic for using archeo-tech weapons. Empires will only use them if they have more than 2000 minor artifacts stored and more than +2 minor artifacts income. Even then empires who don't have the Archaeo-Engineers perk will prefer normal weapons, unless they have more than 5000 minor artifacts stored and more than +5 minor artifacts income.
- Energy torpedoes are now classified as explosive weapons.
My rerelease of the mod is called "4.0 Stardocks" and I would of course credit you in the description.
The things you added in this mod seem to be exactly those things I struggled with. I'd be glad to be allowed to do this.
I hope we'll get updated version of the mod for 4.0.
Beyond that, big ships are still just better than small ones, so long as the enemy isn't bringing too many torpedoes to the fight. A cruiser is going to wreck 4 corvettes and a battleship is going to do the same to 4 destroyers.
The new Picket Ship Stern for cruisers was added to prevent player exploiting the new behavior by going full torpedo on the AI. It should provide some defense against torpedoes without making strike craft and missiles entirely useless.
- After researching Destroyers technology the AI will stop building corvettes.
- After researching Cruisers technology the AI will stop building frigates.
- After researching Battleships technology the AI will stop building destroyers.
- After researching Battleships technology the AI will favor using P slots on smaller ships even if PD weapons are not the most advanced weapons available.
- Added new Picket Stern for cruisers.
- If AI has the Armored in Firepower ascension perk, it will continue to build destroyers even after researching Battleships technology.
- Armored in Firepower requirements changed from 1 other perk and Battleships technology to 2 other perks and Cruisers technology.
- AI is less likely to take Armored in Firepower.
- Fixed missing AI tags on weapons and ship sections. Ship designer will now recognize the various stealth roles.
ai_tags = {
weapon_role_anti_shield
brawler
}
The base game with the stealth expansion also has the tab brawler_stealth. Several other weapons, but not all, should have this tag too.
https://steamcommunity.com/sharedfiles/filedetails/?id=2012803646
Thanks
- Incorporated archaeotech weapons.
- Proton and Neutron Launchers now use the cost and upkeep for medium weapons instead of the cost and upkeep for large weapons.
- Large railguns and plasma no longer have a minimum range.
- All X and T size weapons now have 45 minimum range.
And yes, the mods should be fully compatible.
https://steamcommunity.com/sharedfiles/filedetails/?id=1878473679
Two reasons.
1) It makes the ships types more specialized if small ships are the only ones with PD. This gives you more of a reason to keep using them after the invention of cruisers and battleships.
2) It makes carriers better at keeping their distance if you replace PD with missiles.
- Remade mod from scratch for the 3.6 Orion patch.
- In addition to more intelligently choosing ship sections the AI will now also more intelligently choose which weapons to put in each slot size.
- Most of the new ship sections added by previous versions of the mod are gone.
- Modified standard ship sections: Destroyer Picket Bow (SSP -> MPP), Cruiser Hangar Core (PPH -> SSH), Cruiser Torpedo Core (SSGG -> GGG), Battleship Hangar Bow (HMPP -> HMSS), Battleship Carrier Core (SSPPHH -> SSSSHH)
- New standard ship sections: Multirole Frigate (PG), Destroyer Interceptor Ship Bow (SSS + extra defenses), Destroyer Torpedo Stern (G), Multirole Menacing Cruiser (LGMSP)
- Armored in Firepower ascension perk now provides different new sections than before: Guardian Corvette (MPP), Gunstar Corvette (MM), Guardian Frigate (GPP), Nova Frigate (GG), Destroyer Gunstar Stern (MM), Destroyer Nova Stern (GG).
- Standard Frigates and standard destroyer stern get +2 small slots for defenses.
What you'll end up with once you've researched all vanilla technologies is an AI preference of X > L > M > S > P slots, with AI empires that prefer missiles favoring G slots over everything short of an X slot and AI empires that prefer strike craft favoring H slots over everything short of an X slot. And the AI will then stick with that regardless of what new technologies it might unlock.