Stellaris

Stellaris

Enhanced ships
Immortalits  [developer] Mar 29, 2018 @ 10:27am
fleet rework (WIP)
currently I've changed the naval capacity, mineral cost, build time and base hull to this:

(original corvette cost is 60 mineral and 60 days, I've calculated the mineral costs and build times based on this)

------------------------hull mineral cost--------base build time------base hull points

corvette: 2 nc-------120/150 mineral----------120 days----------------450
(+10 base evasion compared to vanilla)

destroyer: 4 nc------300 mineral---------------360 days----------------1150

cruiser: 9 nc----------700 mineral---------------900 days----------------2400

battleship: 18 nc----1500 mineral-------------1800 days---------------5000

titan: 40 nc------------3200 mineral-------------5400 days--------------10000
(+25% for all utility slot bonuses and base hull point; so effective base hull is 12500)

With these numbers, corvettes are cheaper, but even heavy corvettes are weaker, than cruisers or battleships in pure firepower, but the battleships will take more time to be replaced and will not worth it to use pure fleets in equivalens fleet power. (or at least it should not worth it)

Designated ship roles:

corvette: high damage evasion tank unit, cheap and quick to replace

destroyer: because of their possible weapon layout, they can be used in quite a lot of different ways: anti corvette with lot of S weapons, destroyer brawler with M weapon focus, large ship counter with 2L weapons or the base picket mode as anti-missile ship

cruiser: high firepower artillery / tank unit, a bit cheaper to build, than battleships, but the relative firepower is roughly equivalent, except that they are not capable of holding XL weapons, but they can focus on mounting considerable ammount of missile type weapons.

battleships: they should be specialized in their role through their design to either lead a group of frontal fleet or be the backbone of firepower of a high damage artillery unit; maybe build them as a mix to be able to deal a lot of damage from a long range, but still capable of dealing with a good number of smaller ships if they manage to break through the frontline, serving as a 2nd line of defense for the artillery units.

titan: the absolute king of the battle, in normal cases, you should not lose this ship, until it's overpowered with superior numbers (and firepower). It's main role is naturally dependant of the aura it is using. With the additional weaponry in the mod, it is now capable of defending itself against all threats to a certain degree.

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Crisis and fallen empire changes reverted because their actual ships have not been redesigned and the roughly halved fleet power for playable races wil actually balance out the original power differences in the mod (they will be slightly stronger and harder to deal with compared to vanilla).

I've also roughly halved the number of ships of crisis events in fleets and reduced the guardians hull, armor and shield pool by roughly 50% in most cases.

Building's power remained unchanged in order to make strongholds truly capable of holding on for a long time.
Regeneration numbers have been greatly reduced, but still 2 ships fight will take a while.
Kept the regeneration focus on the aux / aura slots instead of other techs and traits, reduced the devouring swarm effect to 0.3% hull and armor regen from 0.5% - might buff the hull bonus slightly to balance out the power lvl of this change - living metal and general traits now only provide 0.1% hull and 0.2% armor regen.

Aux and aura components are rebalanced according to the changes, mostly reduced in power, shield dampener aura got an additional effect, that gives negative shield regeneration for the enemy. Regen hull tissue now gives 0.2% hull and 0.3% armor regen. Nanobot cloud now gives 0.3% hull and 0.7% armor regen (armor might be changed to 0.5% later).

Station version got some buff compared to titan version. 3 titan stacked with the shield dampener can give negative shield regen to even double shield charger equipped battleships and a serious shield reduction (thingking about giving -15%, -20% or -25% shield reduction form a single dampener. Titan version shield dampener currently gives -20% max shield and -0.6% shield regen for enemy ships in range; station shield dampener gives -35% max shield and -0.9% shield regen.

Shield and armor utility parts got ~30% buff (main reason to reduce the regen numbers).
Shield's base regen is still 1% of the base shield ammount, but shield charger now only gives 0.7% shield regen/ day.
flat shield regen had a 20 combat tick delay after depleetion, it has been changed to 5 ticks
not sure if it affects % based regeneration for shields.

Planning to increase base hull point of ships.
Mineral cost and build time rebalance is still in progress.
Need a new game to thest them, because my old save game got messed up, even after deleting my whole flet I got into big negative credit income (even after disabling my own mod), main reason is the building's upkeep. I also want to try out the changes in a faster game with normal speed, not ultra slow tech timer to see how a game develops with the current changes.

Military power calculation has been changed.

Cloud lightning damage has been reduced by ~18%

Larger defense platforms added to the game, their base hull points have been reduced.
Techs are built into starbase techs -> medium requires 'Starhold', large requires 'Star Citadell' tech.
Medium defense station: 2500 hull point 4 normal sections
Large defense station: 6500 hull point 4 heavy sections
Last edited by Immortalits; Mar 30, 2018 @ 2:26pm