Stellaris

Stellaris

Ships reworked
115 Comments
adambaer13 Jun 28, 2021 @ 12:16am 
Not sure if your still active but you should update
Коленвал Prime Jun 7, 2020 @ 10:03am 
Please Update
Smile Not Jun 30, 2019 @ 5:59am 
Please Update
Jackal Jan 16, 2019 @ 2:20am 
please update
DerigarsChairman Jan 10, 2019 @ 10:36pm 
Light version with battlestars and flagships only
Skygroot Dec 13, 2018 @ 2:06am 
Great mod we really need a update for Le guin!
DULF Jun 29, 2018 @ 4:02pm 
update
Milky_ Jun 12, 2018 @ 9:20am 
MasterGamer 25 May @ 12:46am
How is a Flagship a thing? It is just the ship that the admiral has direct control over. If you have one cruiser and four destroyers, that one cruiser becomes the flagship. I think flagship should be more of a component that gives bonuses the admiral of the fleet for any particular ship (above corvette of course).


- The "Flagship" typeset could be a ship specifically designed to be a flagship of a fleet
MasterGamer May 24, 2018 @ 7:46am 
How is a Flagship a thing? It is just the ship that the admiral has direct control over. If you have one cruiser and four destroyers, that one cruiser becomes the flagship. I think flagship should be more of a component that gives bonuses the admiral of the fleet for any particular ship (above corvette of course).
Kittera Nov 25, 2017 @ 12:11pm 
Oh no! It looks like this mod breaks some labels... like "ethic_gestalt_consciousness" and "civic_corvee_system" are showing instead of their proper labels. I've also found bugs in tooltips such as materialist; "ETHIC_ALLOWS_ACADEMIC_PRIVILEGE" and "ETHIC_DISALLOWS_BAN_AI" and lots, lots more.. "AUTHORITY_ELECTION_OLIGARCHIC" being another.

I'll keep trying to push forward with this but unfortunately some of the broken tooltip-bits contain important info..
MediumMatt148 Nov 20, 2017 @ 4:50pm 
can you make it so i can disable the ships but have the station cause i already have a favorit ship mod.
BlacKBurn Nov 15, 2017 @ 10:16pm 
http://steamcommunity.com/sharedfiles/filedetails/?id=1196971979


BATTLESTAR GALACTİCA DEADLOCK - ONLİNE OVERHAUL NEW WEAPONS MODULES AND CUSTOM SHIPSIZES

ALSO DESIGNEABLE VIPERS ARRIVED


CHECK DESCRIPTION FOR NSC COMPABILITY
ForgottenRed Oct 3, 2017 @ 8:59am 
Will you be having time to update it to be compatible with version 1.8 ?
WolvesofZiu Sep 18, 2017 @ 8:19pm 
Doesnt work with Sith Empire Ships
JUstme27 Sep 16, 2017 @ 4:42pm 
This compatible with ISBS NSC and other ship mods such as Rebel or Empire ships or A galaxy divided
Grizzly Void Sep 6, 2017 @ 10:40am 
Hello! (Sorry for bad english)
Amartovoros Sep 4, 2017 @ 2:30pm 
Hello there .. i love your mod so far ... my only question is why i cant zoom to see my ships ? i mean when i zoom too close i see beyond my ship ... my English are not so good to explain better in other words the zoom feature does not so work with mod or is it just my mistake ?
Crusader Vanguard Aug 19, 2017 @ 8:46pm 
@Shu Ouma - There is no such thing as "Ironman Compatible". All mods are. Ironman mod simply allows achievements and disables the console to prevent cheating.

Achievement compatible on the other hand is very tricky, as the key is not to change the "check sum", which this mod must definately will since it adds/changes many core gameplay values.

So it is ironman compatible, but NOT achievement compatible.
Crusader Vanguard Aug 1, 2017 @ 8:37pm 
@Chickenhunt - If you want "just the ship classes", there really is no mod that can qualify as that. Your closest options are:

1. Realistic Ships
2. Ship Classes Extended
3. New Ship Classes & More: Streamlined
Chickenhunt Jul 18, 2017 @ 8:30am 
Could you create a standalone mod for just the ship classes and not all the other stuff?
K177C0D3 Jul 15, 2017 @ 2:23pm 
are the ship skins ur using in your pics another mod?
Yandersen  [author] Jul 13, 2017 @ 10:09am 
No. Can you?
Laggfestttt Jul 3, 2017 @ 1:12pm 
can you make mod where only ship type is battleship and other types is removed?
Xerxes Jul 1, 2017 @ 1:24am 
Fantastic, I too felt like lasers were a bit overtuned and required unhealthy amounts of armor stacking to prevent getting melted before reaching engagement range even with fleets of similar strength. Will test lotuc's "Weapon Balance" and report back with impressions.
I just wanna say thanks for making a great warfare mod even better by listening to feedback and encouraging discussion of weapon roles and capabilites.
Yandersen  [author] Jun 30, 2017 @ 1:29am 
Hey, guys! It turns out that Lotuc took over the weapons balance issues by making a patch-mod " SR: Weapon Balance ". With a great pleasure, I, the King of Laziness, grant Sir Lotuc a honorable title: The Keeper Of The Balance of the kingdom Ships Reworked. Now he will be responsible for the balance aspect of this mod. Make sure u subscribed to SR: Weapon Balance , mortals! :D
Separaattori Jun 30, 2017 @ 12:44am 
Ive downloaded the file you uploaded lotuc. will test it in the near future
Lotuc Jun 29, 2017 @ 9:12am 
We worked on some balancing. However, he wanted me to set it up as an patch for this mod. as soon as all is set i'll link it here so you can take this patch to overwrite the original. (honestly, i wanted him to upload it himself but he prefered i'll do it ... :D )
Balder Jun 29, 2017 @ 7:16am 
I have to agree with Lotuc here. I loved this mod Yandersen, however... After trying to fight off awakened empires with their hordes of laser equipped ships I have come to the conclusion that lasers are simply too strong and kinetics undertuned, missiles are quite alright tho as it is. If you could tune down the laser types it would make more sense
Yandersen  [author] Jun 23, 2017 @ 10:59am 
Unlike in vanilla, in SR the ships' combat speed is the same as normal speed (plus those get buffed a little). Therefore the range does not give that much advantage to the damage - it rather places a role in placement and target switching instead.
Yandersen  [author] Jun 23, 2017 @ 10:53am 
Really? I am sure u r talking looking at the buffs only. Lasers are reliable source of damage in SR, but not as lethal as combinations of other weapon types.
The only way I may agree to nerf lasers is to remove armor penetration for them or lower the DPS further increasing the energy consumption. But shield penetration, range and accuracy will remain unarguably the same for the sake of realism.
Lotuc Jun 23, 2017 @ 6:45am 
The thing with the lasers is their absurd range combined with 100% shield-Pen and 50% Armor-Pen. There is no other Weapong with even nearly that Range and you have nothing to defend against either, because of the pen-values. i try to find some solid balancing for the weapons. Right now gamma-Fleets is the best way to go because you simply can't defend against them. :D
Yandersen  [author] Jun 23, 2017 @ 6:21am 
What about the dps? Is it OP as well or is it half of what the other weapons inflict? This need to be considered as well, u know. If u think the laser tier 5 is OP try to test the laser-only flotilla against plasma+disruptors. If the other wins, then mb lasers are not OP?..
Lotuc Jun 21, 2017 @ 2:27pm 
Ok, i played it in iron man, and mods were right, so i restarted the game. Now i found something else ...
Laser Tier 5: 100% Shield-pen, 50% Armor-pen, Range 120+, Tacking on small 100%, Acc on small 100%. Are you trying to fool us or way is the gamma-laser so ridiculously overpowered?
You can't, CAN'T give one Weapon boni against ANYTHING. Thats inbalanced so hard that it definetly need some serious fixing.
What were you thinking? Do you like lasers that much?

Oh, and pls dont get me wrong. i actually like this mod and it's attempts, but the balance is crap. ^^
Yandersen  [author] Jun 20, 2017 @ 11:59pm 
U need to doublecheck mods again and try the save which is just before if the last one got broken.
Lotuc Jun 20, 2017 @ 3:53am 
i had an interessting bug. After starting a game with this mod, game worked fine. Then i saved the game, changed the mods to start another game and as i later tried to start the game with this mod again (of course all mods changed again correctly!) the game with this mod was broken. Cruiser were back to Spaceport 5 level and Ships were Broken aswell (hyperdrive missing and things like that) and from the original Cruiser there was only a Ghost left, a design i couldnt do anthing with. Any Solution for that? Or do i have to start a new one? (again ......)
Yandersen  [author] Jun 15, 2017 @ 11:01am 
Can be. But some other mods can be added for better experience.
Yandersen  [author] Jun 12, 2017 @ 8:27am 
Fallen Empires, Unbidden, e.t.c. not changed. New ship classes are for default empires only.
As for the fleetpower, the shields must be the case. The buffed regeneration rate does a lot of difference if ship sustains for some time. And shield_regen is not counted in fleet power calculations.
FRooG Jun 12, 2017 @ 6:36am 
Oh and while I am at it:

The calculations for fleet power of Pirates from the early game event and some AI fleets, such as the one you can get from nomads, are broken. Both can and will be beaten by much weaker fleets in terms of fleetpower.
FRooG Jun 12, 2017 @ 6:26am 
Hey, do you know if this mod changes the fleets of Fallen Empires? I recently played a game where I encountered a Fallen (not Awakened) Empire with a 280k Fleet. They had 60 Ships, no Titans among them. Owning about 1/4 of the Galaxy I couldn't nearly afford engaging them. Could be a thing of 1.7.2_beta or "Plentiful Traditions" but both of those shouldn't change their strength.
=Lunacae= Jun 10, 2017 @ 2:17pm 
I don't use the beta - it's too unstable for me - I'm also sorry, this is my first time doing this kind of thing
Yandersen  [author] Jun 10, 2017 @ 5:43am 
Maybe u tried SR on v1.7.2 beta which I do not target yet?
Yandersen  [author] Jun 10, 2017 @ 5:41am 
I would appreciate more info?..
=Lunacae= Jun 9, 2017 @ 6:42pm 
I would love to keep using this, but it seems to break all the vanilla craft for me - I don't start with any, and cannot build them thanks to a naming bug in the files
Yandersen  [author] Jun 5, 2017 @ 3:32pm 
This bug was introduced few patches back and was just fixed. Sorry for the inconvenience, should work now.
Xerxes Jun 5, 2017 @ 9:59am 
Great Mod, keep it up.
Separaattori Jun 5, 2017 @ 5:53am 
havent seen spaceport lvl 6 tech even once either
Separaattori Jun 5, 2017 @ 5:52am 
havent been able to get dreads or better in my over 150 year game. all AI empires have them or better
clockwork Jun 4, 2017 @ 9:30am 
I tried my savegame and its working again thx.
Yandersen  [author] Jun 4, 2017 @ 9:27am 
Done. Hope this will solve that issue, nothing else could be wrong.
Yandersen  [author] Jun 4, 2017 @ 9:01am 
Very well, the only thing that may have caused that is the tech overwrite via duplicate. Somehow it doesn't work as expected. Now I am forced to overwrite the "00_eng_tech.txt" file. Hold on...