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Stellaris Dev Diary #17 - Ship Designer

Good news everyone!

This week we will talk about the Ship Designer. Last week we said that this week would be about “War, Peace, Influence and Claims”, but due to some really good (and secret) reasons we have decided to postpone that Dev Diary for a later date. Now let's continue with how you customize your ships in Stellaris...

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Customizing your ships is vital for making sure that your ships are equipped for any challenges that awaits them in the galaxy. Your ships have a build cost, build time and maintenance cost that is calculated from the different sections and components that your ship consists of. The ships also receive a wide range of different values; all these are affected by what sections and components you use on your ship. These values can be modified by, among other things, researching technologies and the traits of your leader.

Every ship consists of at least one section that you can place different components on. A Corvette, for example, has one only section but a Battleship has three. The number of slots on each section (slots to place components) may vary between different sections. You can choose all different sections by yourself. The sections are divided into categories based on where they are placed on the ship, so a stern section cannot be placed in the middle section position.

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Every section may have available weapons and utility slots. These slots can be of Small, Medium or Large sizes. The different sizes affect the size of the component you may place in the section; a large weapon component may, for example, do more damage but has a lower hit chance. Some sections also have a hangar slot, but more on those in a later dev diary...

Weapon components are, like the name suggests, different components that work as weapons of some kind. It could be something like a huge X-Ray Laser or some point-defenses that are great for when you encounter hostiles using missiles.

Utility modules are passive components that affect the properties of the ship. It could be different types of shield or improved power reactors. A reactor is vital for your ship to function; several different weapon and utility components drain power, and unless you have enough reactors providing the necessary power, your ship will not be able to function (it’s an invalid design).

We also have some required components depending on the class of ship you are trying to build. One of the basics is what FTL capability your ship has, so you may build some ships with warp and others with wormhole FTL. It is, however, only possible to have ships with the same type of FTL in the same fleet. You may also set what thruster to use, which affects the speed of your ships and their evasion chance. For military ships, you can also set what combat computer to use on the ship, which affects how they behave in combat. Different combat computers can be unlocked by technologies. There are a lot more types of components than the above, but this should give you a hint of the basic mechanics..

For those of you who really don’t like to fiddle around with designing your own ships (and we know that you are legion), we have the option to auto-generate new ship designs whenever you research a new technology with something that the game thinks you should use on your ships. This algorithm is very close to what the AI will use.

In the mid and late game you may also use the designer to customize your military defense stations and make sure that noone will ever be able to penetrate your solar system defenses.

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That is all for this week, I hope you enjoyed it despite the fact that I don’t write as well as Goosecreature! ;-)

Next week we will talk about fleet combat in Stellaris!
 
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same thing happen in almost all games but after 30 hours of playing at this moment all planets gonna be devloped and each planete can give some sort of +15 of energy and +20 in crystals and+ 15 of pop month .
so at this moment assembling a huge fleetgonna be easy . (every planet!!!)

in the video , one of the first research you can do is +8 ships fleet capacity. cost 120 of ???
with this research and general who gonna give you another 8 point you can gave a fleet limit of 24 ship . in just few minutes

I suggest you go through all the DD's and read them. You will come away with a very different picture than what you have now. You are talking like this game is the same as every other 4X - which it clearly is not.

Just because you see a fleet cap number in the triple digits, does not mean your empire can support it. You also need planets, which won't come easy - look into what was said about "claiming" systems. Your ideas of spamming in this game are way off.
 
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I suggest you go through all the DD's and read them. You will come away with a very different picture than what you have now. You are talking like this game is the same as every other 4X - which it clearly is not.

Just because you see a fleet cap number in the triple digits, does not mean your empire can support it. You also need planets, which won't come easy - look into what was said about "claiming" systems. Your ideas of spamming in this game are way off.
first look to the image in dev diary 17 (+4 crystal + 10 crystals +5 pops ) with only few planets
why you are so convinced .(we have just few elements and you have already convince yourself by this ?)
just follow me here and you well se .if you want numbers i will give you numbers .
but first i know this is a different game and i have read and watch all things about this game many many times.
look i just calculate the minimum of ressources with a huge number of planetes .
with +2 energy +2 crystals and +2 pops for each planetes like in the video if you have a good number of planetes you can maintene all your fleets .
if each vessel need 0.75 energy each month like in the video . and you have 80 systeme each systeme with 4 planetes = 340 planete and each planete produce the minimum (1 energys per month)
so you will recieve between (320 to 380 energys ) (some planete have many ressources other not) if you have 300 ship and each ship need 0.75 energy for maintenence 300x0.75=225 energy lost per month 320created-225lost= 95 energy left .
for the bigger ships maybe they need 3.5 energy per month but if you upgrade your planete you can probably have +4 to +5 in energy for each devloped planete (starbase need 3.9 energy)in the image .

and d ont forget you can not recruit ships for ever . if you just do other things like administrate your empire or other missions and let your ressources accumulate you can find after 5 year
a good numbre of ressources . + the unlimited number of random missions .

if you look in the video (the ressources regenerates quickly and fleet capacity can be upgraded from10 to 26 ship in just 10 minutes ) .THIS IS ON THE VIDEO MAN !! you are the only one who keep saying that this game gonna be a skirmich game with 20 ship as limit or something like that all people expect total chaos . if we return back 2015 the developer of stellaris have said in early era : skirmichs and exploraton . mid game :huge wars between empires . (how a war could be huge with your theory of 20 ship max fleet ? ) .
late game : crisis and wars ................

i respect your theory but im really certain thats all will be good . you fear that this game well be not a total war space battle . me two .
just last year i have said almost same thing about attila total war and rome 2 before it (imposible to recruit 10 armys in same time -impossible to do huge navale battles 200 vs 200) and many other peoples said the same thing but after the release of the game ,we knew that almost all rumors was wrong .
now rome 2 and atilla are the best strategie games in history ever.
and hope same thing for stellaris.

if you have an ultimate prouve show me .
and if you d ont know my calculation was based on your evidence in oldest commentaries
 
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I suggest you go through all the DD's and read them. You will come away with a very different picture than what you have now. You are talking like this game is the same as every other 4X - which it clearly is not.

Just because you see a fleet cap number in the triple digits, does not mean your empire can support it. You also need planets, which won't come easy - look into what was said about "claiming" systems. Your ideas of spamming in this game are way off.



another calculation !!!!
if you in early game and you have only 15 systeme and each systeme give the minimum of ressources +1 /+1 /+1 .
if we give 3 planete to systeme with asteroids and debris . or just 4 planete . look
4 planetes x 15 systemes=60 planetes
60 virgin planete each one gonna give only +1/+1/+1 (small industry )
60x1=+60 energy per month .
if you have already a fleet of 35 ship in an average 1.1 energy required per ship 35x1.1=38.5 energy lost per month .
 
another calculation !!!!
if you in early game and you have only 15 systeme and each systeme give the minimum of ressources +1 /+1 /+1 .
if we give 3 planete to systeme with asteroids and debris . or just 4 planete . look
4 planetes x 15 systemes=60 planetes
60 virgin planete each one gonna give only +1/+1/+1 (small industry )
60x1=+60 energy per month .
if you have already a fleet of 35 ship in an average 1.1 energy required per ship 35x1.1=38.5 energy lost per month .


I see that you are new here, and you really do need to go through the info. I'll help with what I can....

So, this game ticks in days. Each month the player's allotment of resources is credited to the top bar. The costs of ships, installations and such are also deducted. Now....let's say one month is equivalent to a "turn" for a TBS game. We've already seen that to even establish a colony (read: your first colony) it take two years. So....using the above: 24 turns. This does not mean that it is producing any real "meat" for your empire yet. We don't even know as of now the POP growth rate. For all we know, it may take 10 years for a colony to "fill out" with POP's. So...120 turns?

Add to all of this that you have to have influence points to even claim a system - and we don't know how much that costs! Also....influence points are needed to hire Admirals, Generals, and other leaders. Just the slow accumulation of Influence Points may hinder your roll through the galaxy. Never mind that you will need your fleets to defend these fledgling holdings in other systems.

And you're talking above about 15 systems? How long will that take to fully develop?

Short answer.....This ain't Galactic Civilizations folks!
 
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I see that you are new here, and you really do need to go through the info. I'll help with what I can....

So, this game ticks in days. Each month the player's allotment of resources is credited to the top bar. The costs of ships, installations and such are also deducted. Now....let's say one month is equivalent to a "turn" for a TBS game. We've already seen that to even establish a colony (read: your first colony) it take two years. So....using the above: 24 turns. This does not mean that it is producing any real "meat" for your empire yet. We don't even know as of now the POP growth rate. For all we know, it may take 10 years for a colony to "fill out" with POP's. So...120 turns?

Add to all of this that you have to have influence points to even claim a system - and we don't know how much that costs! Also....influence points are needed to hire Admirals, Generals, and other leaders. Just the slow accumulation of Influence Points may hinder your roll through the galaxy. Never mind that you will need your fleets to defend these fledgling holdings in other systems.

And you're talking above about 15 systems? How long will that take to fully develop?

Short answer.....This ain't Galactic Civilizations folks!
first im not new her ! this a new profil yes but. i have all paradox major games . im not a rookie or something like that .
second in normal speed you gonna have 1 day per second like any other paradox game just check the video !
and look 15 systeme is nothing in a real time strategie game the game have 1000!


i have played a long campagne in GC3 almost 20 hour and i have conquer 125 planete but i was stopped by the ai who conquer the reste of the galaxy .

GC3 is a very long game its take from me 9 hour to build 175 ship . in the 19 hour in game my ships become morepowerfull and i didnt have the ressources for them - 6500 credits every turn .


in stellaris its not like GC3 its more like eu4 and endlesse space . aguain even with +1+1+1 if you conquer just few systems it gonna good .
if you spend 30 hour in stellaris you gonna have probably 80 to 100 systeme (the max systeme in the game is 1000 syteme )
 
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I hope you can change the size of your researched weapons like you could do in good ol' Master of Orion: from Point Defense (smallest) over various sized turrets to huge spinal mounts that basically turn a ship into a flying cannon :D
 
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so we get massive customization with the civilizations and races but with ships its a drag and drop system for components and modules and no ship designer so i can have my ships looking like the way i want them, but rather here's a prefabbed set of ships use these...

kinda disappointing really... ...considering its what every other spa.... no galactic civ's doesn't do this they allow making your own ships....
 
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I rather hope the devs expend their time fleshing out deeper game mechanics than developping visuals.
The current level of detail for ships configuration and fleet battle is more than enough,IMO.
 
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so we get massive customization with the civilizations and races but with ships its a drag and drop system for components and modules and no ship designer so i can have my ships looking like the way i want them, but rather here's a prefabbed set of ships use these...
I hope that, whenever we have a new species in our empire, that we can use their ship design too. It would only be visual, but what if I hate my own species's ships so I go to conquer new species to get better looking ships? Best reason for war ever XD
 
If Stellaris allows for mothballed fleets and an energy reserve you can end up with a fairly sizable fleet. At war you would be running on a negative energy balance and hoping to end the war before your economy collapses.

Stellaris is still in alpha so that 146 fleet size number is anything but fixed, however what does it represent? Total hull number or is it like Endless space and GC where each hull type is assigned a logistic number, fixed for ES but varying a bit in GC3.

I do not see much a difference between a really big missile and a corvette stuffed full of explosives. I think a big missile with built in ECM and capable of launching its own decoys and equipped with point defense to shoot down interceptors is just as effective if not more so. The only reason not to implement it is if the game does not have limited fuel/ammunition as it would make game balance just about impossible.

Similarly Fighters in GC3 are way over powered in that you replace your fighters instantly between each successive battle, even if your carrier fleet has 5 engagements in 1 turn. I would like some kind of limit placed on fighters. Repairing damage to a fighter is one thing, totally replacing it instantly is another. I think a system similar to what SOTS used for riders, where you have hanger space for ready fighters , and internal storage for replacement fighters was the best I have seen. If you used them all up you go find a planet where they have built up a ton of fighters you can stuff into your carrier.

Unlimited missiles make pod launched missiles over powered so no pod missile launch systems for us Honor Harrington fans. Unless they configure them as a type of specialized self destruct Bomber also using the hanger/storage systems above.
 
These values can be modified by, among other things, researching technologies and the traits of your leader.
How odd! That a machine composed of solid, liquid and gas is created to be modified, changed, and molded to replicate the attitude, behavior and whims of a human being.
 
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I hope you can change the size of your researched weapons like you could do in good ol' Master of Orion: from Point Defense (smallest) over various sized turrets to huge spinal mounts that basically turn a ship into a flying cannon :D

It would be good but I don't think this is possible. Maybe modders will do it.
 
Are we able to change the color schemes of our ships?
 
So far we've only seen blue lasers and deflector shields. Will we be able to customize the color of respective arnament, or will it change depending on some factor?