104 ratings
AlphaMod: The Fleet (1.6/1.7)
File Size
0.277 MB
Apr 20, 2017 @ 10:13am
Aug 5, 2017 @ 6:56pm
8 Change Notes ( view )

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AlphaMod: The Fleet (1.6/1.7)

In 1 collection by AlphaAsh
How I Played AlphaMod 1.7
12 items
New ship sections, equipment, weapons and spaceport modules.

Requires AlphaMod 1.6.

For more information on features, please take a look at the slideshow.

Known Issues
Restriction of ship components to certain ship classes, sizes and so on is STILL bugged in Stellaris 1.6, especially when using auto complete. Please keep reporting this issue to Paradox so that myself and other ship-mod authors might actually get a fix, before they try selling it to us all as part of a 'feature re-work' in an upcoming DLC and patch.

It works with NSC.
Modifies common/component_templates/00_utilities_auras.txt

Licence: Original artwork is copyright the author & Alpha Strike Games Limited.

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AlphaAsh  [author] Sep 15, 2017 @ 3:37am 
See known issues.
Narf Sep 14, 2017 @ 10:21pm 
Mega Hull Reinforcement can't be applies to Titans or Leviathans, yet the AI is able to, It's nightmarish to fight.
AlphaAsh  [author] Jul 10, 2017 @ 10:09am 
Excellent bit of debugging chap. Thank you. I'll get those fixes in for the next update.
Zares Jul 10, 2017 @ 9:32am 
I checked some components' modifiers in txt files and I found some modifiers are with modifier and some with ship_modifier . Vanilla Warp Drive II uses ship_modifier to apply ship_ftl_warp_range_mult , that's how I figured it out :)

I've done some tests and only Aux Nav Systems work with ship_modifier . It worked just after I loaded the save - the ship with Aux Nav Systems already had increased warp range. I upgraded the rest and they got it as well. Newly produced ships also had it.
AlphaAsh  [author] Jul 10, 2017 @ 7:36am 
Vanilla aux modifiers are applied consistently with modifier, not ship modifier. Admittedly I've not used that particular component much so I'm not doubting your results. However, ship_modifier might only work for newly produced ships with that component, so if you'd be kind to give your 'fix' some more testing, I'll be happy to consider getting it in once you're happy with your own results.
Zares Jul 10, 2017 @ 7:29am 
Awesome mod, as always your mods are.

But Auxiliary Nav Systems doesn't increase warp range. I opened and noticed that there is:
modifier = {
ship_interstellar_speed_mult = 0.1
ship_ftl_jumpdrive_range_mult = 0.2
ship_ftl_warp_range_mult = 0.2

I'm not a modder, but I think it should be: ship_modifier = { , because after I changed it, warp range has been increased.
-DI- mjv96 Jun 22, 2017 @ 11:58am 
Sweet! Thanks for the quick response!!
AlphaAsh  [author] Jun 22, 2017 @ 12:21am 
-DI- mjv96 Jun 21, 2017 @ 10:20pm 
Do component bonuses stack? For example, is there an increased bonus to adding a second auxiliary targeting system to a ship?
AlphaAsh  [author] Jun 15, 2017 @ 2:27pm 
Updated for Stellaris v1.7.x.