Stellaris

Stellaris

26 ratings
Rescaled Tactical Combat
   
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Jul 17, 2022 @ 7:14pm
Aug 29 @ 12:01pm
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Rescaled Tactical Combat

Description
Updated to 4.0.22.

Stand-alone combat module from combat tweaks and custom edits. Adds ship sections that unlock by researching the hull improvement technologies, advanced sections that cost twice as much, decreases naval capacity to a little under a quarter, and increases the health, cost, upkeep, and build time of ships. With the 4.0 update i have removed all changes to weapons, armor, and shields, and no longer support built-in mod compatibility.

Adds new Ships:
- Interdictor: a light variant of the Destroyer that focuses on point defense
- Light Cruiser: a light variant of the Cruiser, which has now been renamed to the Heavy Cruiser
- Battlecruiser: again, a light variant of the Battleship that utilizes the broadside and hanger sections to let the Battleship focus more on artillery and carrier roles

Ships come with modifiers to their weapon damage, hull points, armor, and shields that depends on ship size and class. The modifiers are as follows:

- Corvette/Interdictor: +150%
- Frigate/Destroyer/Light Cruiser: +200%
- Heavy Cruiser/Battlecruiser: +300%
- Battleship/Titan: +500%
- Juggernaught: +900%

Bio-ships have received similar buffs that depend on growth stage

Other Changes:
- naval capacity base set to 10
- fleet command limit base set to 20
- max naval capacity set to 2000
- naval capacity/fleet command limit from technologies and traditions set to 1/5 vanilla values
- galactic force projection gives percentage multipliers instead of static values
- anchorages naval capacity set to 0.5 (+0.5 from naval logistics office)
- soldier naval capacity set to 0.5 (+0.5 from ground defense planning tech, +0.5 from Esteemed Quartermaster)
- duelist naval capacity set to 0.5
- increased ship health from hull improvement technologies from +10% to +50%
- increased utility slots for ships
- increased disengagement for military ships
- increased bombardment damage
- added an energy credit cost to upgrading ships, so now you actually have to pay the people who retrofit your ships all the time

Compatibility:
- Should be mostly save game compatible, though some ships may need deleted and you may have to re-design your ships.
- Mods that add new tech levels for combat computers, reactors, and thrusters won't apply to the new ship types. Let me know if you have a mod in mind that does this that you'd like a compatibility patch created for.
- Compatibility patch available for Real Space - Ships in Scaling.
- Not Ironman/Achievement compatible.

Light Edition:
https://steamcommunity.com/sharedfiles/filedetails/?id=3553332194
^^Use this one if you want closer to a vanilla experience.
47 Comments
HungryEye  [author] Sep 20 @ 8:20am 
Hell yeah, haven't been this excited for a dlc since overlord
apx1701 Sep 20 @ 3:22am 
Ready for new DLC?
HungryEye  [author] Sep 19 @ 3:14pm 
Thank you!
HiddenPrior Sep 16 @ 9:56pm 
Really love this mod! Well done!
HungryEye  [author] Sep 13 @ 6:24am 
Okay, i'll start working on it soon
apx1701 Sep 12 @ 10:07am 
A patch would be useful for playing together with Extra Ship Components NEXT.
HungryEye  [author] Sep 7 @ 7:26am 
Off-hand, without looking at it, yes, it should be, so long as it doesn't overwrite the starbase modules, specifically the anchorages. As long as it just messes with starbases and their levels it should be fine
apx1701 Sep 7 @ 12:17am 
Do you think your mod will be compatible with Starbase Extended 3.0?
HungryEye  [author] May 22 @ 6:49am 
This mod use to require realspace system scale and Ships in Scaling, but all the mod dependencies should be gone now. I don't know what could be making your game crash but I'll look it over later when I have a moment
loqque May 21 @ 4:17pm 
somehow this is crashing my modded game on 5th day of the start. trying to figure out - is there any other mod required for this to run?