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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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I wouldnt expect everyone to use gregorian calendar that is based on a philospher being born a long time ago on some random planet.

I guess this galactic calendar set Anno 0 at when you launch your first FTL ship into space or something

Gregory XIII was a Pope not a Philospher...
 
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Somebody mentioned that they'd like the game not to have rock paper scissor mechanics, I agree. I own a couple of spacegames, like endless space and galciv3 but I usually get bored with them extremely quickly because the combat is always the same. There needs to be a deeper mechanic somehow.

Not sure if this has been asked, but do fleets operate as one unit? I presume they do at least, one thing I always disliked was moving around my gazillion tiny fleets ( artificial commandercap for fleets in endless space and galciv3 ) Is their a max to the amount of fleets, maybe tech related? Of course it's a beta screenshot but please don't make the starting fleetsize to little like the other games.

Also it would be wonderfull if fleets had a bonus for having multiple size ships and weapons, like the combined arms bonus in hoi3. The more incentive for different hulls the better.

How does evasion work? Could I make a light fighter, with no shields but a ton of evasion ( by thrusters, speed or cloak ) evade missiles like a fighter in battlestar galactica?

The build menu talks about combat speed, where is the indication of the on-map speed? I remember galciv3 having two different stats for this.

Final note, not liking the upgrade at spacedock thing. Like another poster said, keep it limited to a certain degree. I never liked having my 'old fleet' insta upgrade for x gold.
 
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so you said there are multiple modules available I imagine that more can be unlocked through research ruins etc. How many modules will I be able to pick from in total? and how different looking are they ?
 
Customizable ships is the kind of micromanaging aspect I expect from a game like this.
Thanx for the update Zoft!

Well, actually as a grand strategy game micromanagement to this level of detail seems a bit odd. As a leader of an empire, I'll leave the tactical details of where exactly to mount missile launcher #3 to my engineering team. All I want to mess with is the overall direction for ship design across all ships - for example speed vs defense emphasis. I'm glad the micromanagement can be skipped, but I do hope it is possible to guide the AI as to how to design ships (similar to what Distant Worlds does).
 
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In theory I love the idea of ship designing, but in those 4x space games that got it I quickly get tired of it as I am pretty much forced to redesign my ships every time I unlock some new and better module types. Might be something I'll look into in the later stages of the game, where I'm not constantly bombarded with new tech.

Edit: Also, terrible UI tend to be an issue with ship design in space games.

Good point. I'd like to see certain system get auto upgraded when ships are in stationed in a friendly system with suitable docking facilities. (Upgrades using existing technologies etc)

Major new hardware advancements or design philosophies would require a new build, or extended time for a refit.
 
This is where Stellaris might break down for me. I lack the patience and attention span to min/max every aspect of starships.

So I'm glad that we can auto-generate new ship designs.
 
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Well, actually as a grand strategy game micromanagement to this level of detail seems a bit odd. As a leader of an empire, I'll leave the tactical details of where exactly to mount missile launcher #3 to my engineering team. All I want to mess with is the overall direction for ship design across all ships - for example speed vs defense emphasis. I'm glad the micromanagement can be skipped, but I do hope it is possible to guide the AI as to how to design ships (similar to what Distant Worlds does).

In space empire builders they often like this feature because it allows people to build their navies in a style of show game or film they're a fan of. The mass effect fans for example will be building their bigger ships with a huge long range cannon for main guns. Bsg fans with guns missiles and a peppering of point defence cannons.
 
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This sounds a lot like ship customization from Sword of the Stars, which was probably the best feature of that game.

With each DD I'm becoming more ecstatic about this game, thank you in advance devs for what is already looking like one of the best games I'll ever get to play.
 
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I have to give a heartfelt commendation to the Stellaris devs for this Ship design feature. This is why I love PDS.
Instead of limiting players with a set tool, you've gone out of your way to provide us with a feature that can satisfy all types of players.
Do you like micromanaging your ships' design ? Customizing their setups ? Seeing how shiny they look ? Making them in the style and fashion of your favourite sci-fi lore ? Don't press the Auto setup button and Do it !
Don't you like to do all the above because you can't care less, I'm the Emperor and goddammit what do I pay all those engineers, scientists and Procurement admirals for ? Press the Auto setup button and Do it !
More options for everyone so we all get our own piece of the cake.
 
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random but in battles, i'm wondering if it tells you number of casualties. Also the population of various species and worlds. I hope the answer is yes to both.

Would love to see trackers for ships number of 'kills' and battles. I imagine that would be far to much for the game though.
in eu4 we can see those things so maybe they can do it her to !
 
i think we can not built some ships like mass effect ships star wars or warhammer . we are not in space builder game like space engenires .
they gonna give us many hulls for each part of your ship maybe 6 for each class and we gonna choose each one we want for our ships . but creating ships like movies this is immposible .
each race have there own style with many parts of hulls for each ship .in the second photo we can see 6 parts of hull ship of the front of cruiser so we can choose . maybe they is 6 other part for the center and 6 for the back of the ship.


for the size of the fleet its 10 in first day but you can do first research for +8 ships as i see in the video in 0:44 i think if you recruit a general +8 for your fleet.
so in mid game the fleet size d ont gonna be a probleme maybe 350 ships for a 60 systeme empire or maybe more .
even the ressources we can manage this . the pop i think gonna be the reel probleme . or maybe not (no prouve in the video)
 
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Now I know what I'll spend 99.99...% of the game doing, I'm just salivating at the possibilities right now. Though I do have a few questions of my own:
» Do we select ship cosmetic design at the start when we create our custom species?
» Since we learned from Dev Diary 15 that we can salvage ships, can we attempt to repair them and have them as part of our glorious armada?
» Stemming off the salvage question, is it possible to create a ship with multiple, cosmetically different sections?
» Is the color scheme of our ships customizable, or is it rendered as a preset with the ship's cosmetic design?
 
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