Stellaris

Stellaris

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Realistic Ships
 
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0.658 MB
Jul 16, 2016 @ 6:01am
Jan 18 @ 12:10pm
63 Change Notes ( view )

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Description
RS v2.2.3 (Current Version)

Updated to Le Guin v2.2.3.

See Change Notes for more details: link

IMPORTANT NOTE REGARDING LEGACY SUPPORT

For those using beta/older versions of Stellaris, do not use this mod. Instead, use this legacy version of RS (Boulle v1.9.1): link


MASTER COMPATIBILITY FIX LIST

It is highly recommended to check this list if you use other mods: link

Please understand that I made this mod using my own free time but I will never, ever, ask for compensation or donation of any kind. I do this for fun and I wanted to share the things I enjoy with like-minded people. This mod is not for everybody (read WHO IS THIS MOD FOR? section below) and I am pretty adamant about sticking to my mod design goals so I ask for your understanding if a particular feature or compatibility fix request is not always granted.


LOCALISATION
  • Russian (by Spectrum): link
  • German (by p6kocka): link
  • Korean (by parkon9): link


ABOUT THIS MOD

There are a lot of mods out there that add new ship classes. Some I find quite good, others I find excessive (too many turrets, too much shield/armor/power). My goal was to do the same while maintaining a more realistic aesthetic and gameplay that is hopefully in line with current section/ship game design goals.

This mod adds 5 new ship classes:
  • Support Cruiser link
  • Electronic Attack Cruiser link
  • Battlecruiser link
  • Dreadnought link
  • Heavy Dreadnought link
No pre-requisite tech is required to unlock the new ship classes except for support cruisers and e-attack cruisers (refer to the Change Notes tab for details). Support cruisers, e-attack cruisers, and battlecruisers should become available at the same time as cruisers while dreadnoughts and heavy dreadnoughts at the same time as battleships. XL sections will unlock once you have researched at least one XL weapon. Take note that some heavy dreadnoughts will only have one bow section (spinal mount) available (molluscoid, etc) so you won't be able to complete the design unless you have researched at least one XL weapon.

Battlecruisers are treated as a medium/heavy variant within the cruiser class, with vanilla cruisers considered as the light variant. Battlecruisers are therefore the heaviest sub-capital ship class available. For the capital class ships, battleships are considered the light variant, dreadnoughts medium, and heavy dreadnoughts the heavy variants. Following this reasoning, there is no need for enabling techs, just increasing build cost/time the heavier the variant is.

Should bigger classes be introduced in the future, those will fall under the super-capital class and at that point, it makes sense to require a new shipyard level and/or enabling tech(s).

Click the Change Notes tab for details on each ship class.


WHO IS THIS MOD FOR?

This mod is for those who feel the current vanilla ship roster needs more diversity without making sweeping changes to the vanilla game. This is a very simple mod focused mainly on adding new ship classes. The new ship classes in this mod are very complimentary and probably as balanced as they come (against vanilla ships), since the new classes merely adds additional ship section(s) with minimal to no changes to the existing vanilla ship section designs.

For those who are looking for more than just adding ship types, there are a lot of complimentary mods out there that add new tech/weapons, features, and gameplay. It may not be my personal preference but who says you can't try those mods with mine?. :)


SPECIAL THANKS

I want to thank the special contributions these good people have made:
  • CrusaderVanguard for the big little reminders every now and then!
  • folk for the awesome coding suggestions!
  • Inquisitor Kot for play-testing and sharing a host of other stuff *wink*
Check out the cool mods of these guys in the link above.


OTHER STUFF

All screenshots were taken with the excellent UI Overhaul 1440p mod enabled:
  • UI Overhaul 1440p: link
Feel free to use the files and/or concepts used in this mod for any of your projects. If you do, a little note in your mod for me would be appreciated. :)

If you like my mod, please don't forget to leave a thumbs up. If you don't like the mod, instead of simply leaving a thumbs down, let me know why so I can do something about it, if I can.


WORK IN PROGRESS:

Prototype Titan Super Capital Class Voidcraft

Mammalian - https://steamcommunity.com/sharedfiles/filedetails/?id=951839222
Arthropoid - https://steamcommunity.com/sharedfiles/filedetails/?id=959433197
Molluscoid - https://steamcommunity.com/sharedfiles/filedetails/?id=1229645148

UPDATE: Unfortunately, Apocalypse was released and other things have been taking up my time so I am unable to continue with the titan project. I might revisit this project later on and introduce these as flagships.

Thank you for looking.
Popular Discussions View All (5)
158
Dec 6, 2018 @ 9:43pm
PINNED: Bug Reports
Tal Ara'nh
66
Nov 17, 2018 @ 2:53am
PINNED: Mod Compatibility
Tal Ara'nh
0
Oct 22, 2018 @ 10:24pm
HVY-dreadnaughts balance vs titan?
SoulTechnology
< >
967 Comments
Hykaru Jan 18 @ 5:26pm 
Great news today in the updates!!!!!!!!!!!!!!!!!!! I always wait until this mod is updated to start a long game session. Thx a lot for keep updating this mod!!
Tal Ara'nh  [author] Jan 18 @ 12:12pm 
ANNOUNCEMENT: Mod updated to Le Guin.
Tal Ara'nh  [author] Jan 17 @ 9:22am 
Working long hours at work but I hope to finish over the weekend. Just balance testing and troubleshooting some bug introduced in Le Guin which prevents existing modifiers like ship build cost from being recognized.
MECH Jan 17 @ 4:55am 
2.2 plz
velzebute Jan 13 @ 2:43pm 
:D
Tal Ara'nh  [author] Jan 12 @ 7:53am 
Just got back from vacation, please give me a few days to update the mod. Thanks.
123123 Jan 5 @ 6:06am 
2,2 plz !!!!!!
Redo Jan 4 @ 5:13am 
Now i don't want to play this game without this mod
Maxine Caulfield Dec 31, 2018 @ 8:26am 
2.2 please~~~~~
MorallyGray Dec 22, 2018 @ 8:45pm 
I'll be moving forward with my plans to begin intergrating some assets from RS into RIG in Jan. Are you still k with this? And would you like to work together on it?