Stellaris

Stellaris

More Ship Sections
81 Comments
Colonel Otter Oct 23, 2024 @ 8:40pm 
Unfortunately, I could not get the mod to work on my 3.13 game. The ships/sections are disappeared.
TY May 16, 2024 @ 6:03am 
Is this mod still active? If so, I'd like to collaborate
alfox May 5, 2024 @ 6:54am 
question is there a mod to have shipset that have thing like the ship that is showed on the picture of the mod ?
biggyzs Jan 25, 2024 @ 12:17pm 
I Install the Mod but i dont have more ship sections pls help
[☆] AresOfThrace Aug 28, 2023 @ 8:44am 
Very unbalanced sections. I do not recommend.
Cory the Raider Mar 30, 2023 @ 7:15am 
I Install the Mod but i dont have more ship sections pls help
mad-rooky Feb 8, 2023 @ 11:55pm 
Ok i think i got it, increased the price of the scout hull to 50 insteat of 5 alloys, seems convincing enough for the auto ship builder to avoid that type of hull.. .:D
mad-rooky Feb 8, 2023 @ 11:48pm 
Hi, is it possible to prevent the AI building scout ships? Is there a weighting i can adjust in the settings? Because it is rather frustrating seeing the AI building unarmed fleets, especially when they are allies or subjects... :D
And i am using NSC and StarTech AI, might be the latter has some influence on that too but i am not sure.
你当我是浮夸吧 Jan 25, 2023 @ 10:50pm 
OK, if there is any update, I will check and translate if I have see. XD
AngleWyrm  [author] Jan 25, 2023 @ 11:31am 
Updated Chinese translation to your recommendation. If any other better translations are made, please post them to the Translations Thread and I will add them to the mod. https://steamcommunity.com/workshop/filedetails/discussion/2322836135/3001051775899509432
你当我是浮夸吧 Jan 25, 2023 @ 12:01am 
I love MOD about ship section, and I translate your mod. I was LMAO when I saw Chinese localisation, it even change the code symbol that the localisation can't run. XD
https://steamcommunity.com/sharedfiles/filedetails/?id=2923253410
AngleWyrm  [author] Jan 22, 2023 @ 10:21am 
@DKeith357, Thanks, working on integrating the changes to torpedo & missile slots
DKeith357 Jan 21, 2023 @ 6:53pm 
Loving the recent updates and additions to this mod! Thanks!
AngleWyrm  [author] Jan 13, 2023 @ 10:51am 
The artwork is titled "Blackjack," by Josh Shapiro
Silver Crescent Jan 9, 2023 @ 12:06am 
What is the ship in the thumbnail from?
BlackLight Oct 8, 2022 @ 8:35am 
@AngleWyrm Is this updated for Toxoids?
AngleWyrm  [author] Aug 6, 2022 @ 11:47am 
Thank you for taking the time to make corrections; if you can post your work to this translations thread then I will incorporate them into an update. https://steamcommunity.com/workshop/filedetails/discussion/2322836135/3001051775899509432/
Rparvitn Aug 6, 2022 @ 9:55am 
Hello, your russian translation have some mistakes, and I fixed them. Should I create separate mod, or you can use my file to update your mod?
Storm Vader Jun 1, 2022 @ 2:43am 
@AngleWyrm, thanks
AngleWyrm  [author] Jun 1, 2022 @ 12:32am 
@Storm Vader,
load order shouldn't matter for this mod, because it isn't over-writing any game files, just adding new stuff.
Storm Vader May 31, 2022 @ 2:18pm 
Mod def works. Recommended load order with Planetary Diversity, NCS 2, real space?
High Ground Mar 24, 2022 @ 2:36pm 
It's working I didn't realize that when the game updated it took all my mods out of the playset. So I thought they weren't working. Sorry for the mix-up
AngleWyrm  [author] Mar 23, 2022 @ 7:40pm 
@High Ground,
I was able to create a scout at game start and retrofit my initial vessels to a custom design using that hull. I also created a late game carrier using battleship hull sections from this mod. So it seems to be working for me in v3.3.4(d3ae) What isn't it doing for you?

@Utran,
I've left the decision of hangar bay size to the community. The votes currently stand at 63% medium and 37% large. Feel free to add your voice to the vote at https://www.strawpoll.me/42887326
High Ground Mar 18, 2022 @ 9:55am 
Mod no longer works with 3.3
Fetfrumos96 Dec 3, 2021 @ 5:45am 
Please update to version 3.2
BlackLight Nov 22, 2021 @ 3:55pm 
Is this going to be updated for 3.2?
Utran Oct 20, 2021 @ 9:32am 
Hangar bays should be considered L slots. If treated as M - then some hulls need to be changed - like the BC 4M 1H to 4M 2H. Also are stronger then G slots.
Beast-Storm Oct 9, 2021 @ 4:49pm 
When can we expect an update?
azure_wolf_22 Oct 7, 2021 @ 8:55pm 
perhapse the next best thing since NSC2 has gone belly-up. Thank you for your dedication, as it seems such a thing is a dying art
SpaceHamster Oct 1, 2021 @ 4:44am 
I downloaded this mod only for the cool look of that third battleship front section but it won t show up, any ideas why?
†MLS† KIRINAS ';,†,;' ;,,; Aug 19, 2021 @ 12:52pm 
Does anyone check this out? It's still working or nah?
malthric Jul 1, 2021 @ 7:25am 
what about the titans
Dr. Bashir Jun 6, 2021 @ 9:26am 
For some reason Dedicated Broadside, Close Quarters and Missile Array bows looks like Broadside bow, not how they look on screenshots.
AngleWyrm  [author] May 24, 2021 @ 1:17am 
The size (and thus the power) of hangers was chosen by the community to be worth one medium weapon slot. Currently the votes stand at about 2/3 for Medium and 1/3 for Large.

You are welcome to add your vote to the general consensus [www.strawpoll.me]
5ColouredWalker May 23, 2021 @ 4:20am 
Hey, just noting that Hanger Corveties are rediculously op, particularly if combined with NSC computers to make them hang back. (I would say you can't balance for every mod, but you mention this one explicitly). It might be worth removing the picket mount on them, so that other ships have a chance of touching them with missiles at least.
AngleWyrm  [author] May 8, 2021 @ 11:57pm 
Weapon mount emplacements updated
Saddams Sweat Apr 28, 2021 @ 8:48pm 
hey is it possible to have the turrets show up? Cause as of now they dont
Weftin Apr 17, 2021 @ 12:49am 
mm update thank you gamer
AngleWyrm  [author] Apr 16, 2021 @ 10:24am 
The Council of Twelve has voted, and selected fighters are a Medium class weapon. [www.strawpoll.me]
The next update will be for 3.x, and implement that decision.
Weftin Apr 15, 2021 @ 7:37pm 
Will this be updated to 3.X?
DicckStaccy Apr 10, 2021 @ 2:29pm 
ah yes mb
AngleWyrm  [author] Apr 10, 2021 @ 11:26am 
@DicckStaccy, first item in the FAQ
DicckStaccy Apr 10, 2021 @ 10:05am 
do the ai use them?
Danger F***ing Close Apr 3, 2021 @ 7:51pm 
Hangar craft are REALLY good, especially in the early game. Plus it would make sense that the fighter craft logistics (munitions, fuel, crew, etc.) would take up as much space as those massive Neutron Launchers, maybe almost more.
AngleWyrm  [author] Apr 3, 2021 @ 1:41pm 
First twelve votes are the council of twelve, at which time the majority wins. So first side to get seven votes is an early victory.

I reserve the right to choose a tie breaker. The polls will remain open, so if there's a major shift later then we can reconsider.
AngleWyrm  [author] Apr 1, 2021 @ 12:39pm 
Let's ask around and see what the viewing public thinks:

Are fighters:
1). A medium class weapon
2). A large class weapon

Click here to vote [www.strawpoll.me]
Conqueror Apr 1, 2021 @ 9:49am 
wow, what an awful answer
AngleWyrm  [author] Mar 31, 2021 @ 2:10pm 
@Conqueror, you are as welcome to your opinion as I am to mine.
Conqueror Mar 31, 2021 @ 12:38pm 
I have to say, I like the idea of the mod, sadly the balance is off completly.
1 spinal = 2 large = 4 medium = 8 small = 16 point defense
should be:
1 spinal = 2 large = 2 hangar = 4 medium = 4 missile = 8 small = 16 point defense
based on the batteship 2H+2S+2PD which could be 3L
2S = 1M
2PD = 1S
1S+1M= 0.75L
so a hangar is worth MORE than an L slot, but there is a section with 6 hangars in place right now.
Even if this wouldn't win every fight easily, the sheer fleet power it gives the ship is enough to scare off any attacks.

pls fix.
Teamson Mar 9, 2021 @ 5:55am 
Is this compatible with NSC?