Stellaris

Stellaris

Improved Transport Ship Behaviors and Transport Upgrades!
 This topic has been pinned, so it's probably important
Chirumiru ShiRoz  [developer] Jul 16, 2018 @ 11:50am
Detailed lists of contents [READ HERE FIRST BEFORE ASKING QUESTIONS!]
Transport Computer
Four Transport Ship Computers
  • Standard Transport Computer : Transports will just stay where they are when engaged and wait until battle's over. Not much different from before, it's mostly for AI to use. You should stick to this combat computer if you are used to just having transport following the fleet around and win the battles.

    Behavior : Transports will stay still and hold formation as soon as they engage enemies.

  • Scatter Transport Computer : Transports will also orbit, but on a much larger circle (usually system-wide) while also trying to distance themselves from one another, potentially making it harder for them to get picked off. (Or easier, depending on the situation). AI may also pick this behavior.

    Behavior : Transports will scatter and distance themselves from each other, potentially making it harder for enemy ships to easily target the whole groups.

  • Evasive Transport Computer : Transports will quickly flee from incoming enemies, break their formations and attempt to shake off hostiles by moving out of system boundaries. If successful, the battle will be temporarily disengaged. AI generally won't use this as it's too unpredictable.

    Behavior : Transports will quickly flee from the system (But do not move to another system). They will continue to do so until they are far away enough that they are disengaged from combat or able to use Emergency FTL. This can produce some weird dumb results so be careful.

  • Advanced TransportComputer : Transports will ignore on-going battles, they can be ordered to run away, land on planets or go move somewhere at anytime. Be aware, setting them to follow an attacking fleet will also make them charge right into middle of battles, Micromanagement is required. AI are too dumb so they won't use this.

    Behavior : Transports are not affected by combat and can be ordered around much like a Colossus. Setting them to follow a fleet will result in them charging into the middle of the battle unless you set their stances to be Evasive or micro them to go away, land or hide.

Transport Upgrades
  • Base Stats
    HP : 400 (From 100)
    Armor : 50 (From 100)
    Evasion : 70
    Is now designable
    Comes with 3 S Utility-slots

  • Reinforced Hull
    Required Tech : Cruiser
    +200 hp (For a total of 600)
    Comes with 1 M and 2 S Utility-slots and a single Aux Slot

  • Advanced Hull
    Required Tech : Battleship
    +200 hp (For a total of 800)
    Comes with 1 L and 2 S Utility-slots and 2 Aux Slots

  • Noah Hull
    Required Tech : Dark Matter Power
    +200 hp (For a total of 1000)
    Comes with 2 L and 4 S Utility-slots and 4 Aux Slots

    Transport Components and Upgrades
  • Mammoth Transport Platings (Aux Slott)
    Required Tech: Reinforced Hull and Tier 3 Armor
    +750 Hull HP
    -20% Sublight Speed
    -20% Evasion
    -10% Disengage Chance

  • Tactical Drop-Pod
    Required Tech: Advanced Hull and Tier 2 Afterburners
    Reduces landing time by 50% (From 10 days to 5 days)

    Through Description

    Transport is a ship that is used to carry around armies. They appear as part of army recruitment. In vanilla, it has terrible stats and terrible AI. It does not scale well with technology, At late game, as your armies and ship weapons get stronger, your transports do not. The only defenses they have is high evasion.

    But high evasion will not save them if they are to circle around for 40+days while being gunned down by 200 ships. This is because their default behavior is terrible.


    So to fix this, the stats have been buffed and combat computer slot has been added. The section template is also altered for three new section template upgrades to the vanilla one, which has only 3 S-Utlity.

    These files were overwritten as a result

    \common\section_templates\transport.txt - This is overwritten so the transport will have new section templates to upgrade to as you progress in tech.

    The transport file section of the 00_ship_sizes in the common/ship_sizes is also overwritten to allow it to have a combat comptuer slot, and also buffs the amount of health so it's less garbage. And to also make the ship customizable to allow section template switch.

    A conflict will most likely cause one file to overwrite one another. Regardless of which came out on top, the techs will remain accessible. And if the other mod also allow combat comptuers for transports, then the new combat computers in this mod will too be usable.
Last edited by Chirumiru ShiRoz; Sep 14, 2018 @ 1:20am