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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...

stellaris_dev_diary_16_02_20160118_fungoid_cruiser.jpg


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.

stellaris_dev_diary_16_01_20160118_choose_section.jpg


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.

stellaris_dev_diary_16_03_20160118_custom_station.jpg


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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Game release is approximately half a year since the marketing campaign starts. That is on most titles. However Paradox has been delaying HoI4 for a long time in order to release a polished product. This can happen to Stellaris as well. In the end it`s better to wait for a bug-free game.
 
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Game release is approximately half a year since the marketing campaign starts. That is on most titles. However Paradox has been delaying HoI4 for a long time in order to release a polished product. This can happen to Stellaris as well. In the end it`s better to wait for a bug-free game.
I for one, would be happy to play early access game.
 
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Game release is approximately half a year since the marketing campaign starts. That is on most titles. However Paradox has been delaying HoI4 for a long time in order to release a polished product. This can happen to Stellaris as well. In the end it`s better to wait for a bug-free game.
On that note. How is total war warhammer release, that is fixed? Will it be bug free. I think not :mad:
 
It's going to take it actually being February 17th for people to stop believing in the Feb 16th date, isn't it?
 
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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...

View attachment 154548

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.

View attachment 154549

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.

View attachment 154551

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!
what I wish for (wishing? demand for) ship designing is for their to be hundreds of different components such as bridges, ship sections of varying sizes, ship quarters of varying sizes and something that hasn't been shown yet is dynamic numbers showing the crew on board. and with these modules you can put them together and put on a certain module of the ship weapons. obviously you cant put weapons on a crew quarters section/module.
 
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what I wish for (wishing? demand for) ship designing is for their to be hundreds of different components such as bridges, ship sections of varying sizes, ship quarters of varying sizes and something that hasn't been shown yet is dynamic numbers showing the crew on board. and with these modules you can put them together and put on a certain module of the ship weapons. obviously you cant put weapons on a crew quarters section/module.

Personally, I don't see the need for such a level of detail. This is a grand strategy game and I am playing the role of a leader of a galactic empire spanning dozens (if not hundreds) of star systems. Why is it my concern where exactly laser turret #17 is mounted on my cruiser? I might expect to receive a memo from my my military staff regarding the latest ship designs that were developed and how they can be utilized vs my enemies, but I wouldn't expect to be down in the labs doing the designs myself.

Getting bogged down in micromanagement takes away from Stellaris's role as a grand strategy game. I would prefer the level of unit customization EU4 has (i.e. almost nil).
 
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I think he meant more like in Space Empires. In that game, unless you had AI, you had to put a bridge, life support, and crew quarters on each ship. You had various sizes of crew quarters. A frigate would need 1 life support and 1 crew quarters, a battleship would need three.
 
16 feb . maybe not for stellaris but max daley for stelaris is the last month of Q2 june (Q3 orQ4 )(july to decembre) is reserved for HOI4 .
any delay for stelaris beyond june mean 2017 !!!! 2 major games can not be released in same halfe of a year (market problemes).

HoIIV will almost certainly be released first.
 
There's 0% chance of Stellaris being released Q1 (it's absolutely ridiculous, why would anyone even think that? the games not even in beta - does anyone thing the game will be out in two months) and almost none of Q2. If that means 2017, so be it - but I question the notion that HOIIV is released on July 1st 2016, Paradox are going to be, like, "well, now we have to delay this other big game of ours for half a year, even though it's nearly ready"
 
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As to the "rock-paper-scissors" thing, there is an element in this game that creates a new paradigm.

There isn't a fixed tech tree.

IF all defenses have SOME impact on all attacks, the way techs are researched could create unique and yet effective combinations. If the tech tree prefers to offer upgrades on 'Known' attack systems before offering alternative systems (better missiles for missile-users before basic lasers), then its in the player's best interest to follow their specialty.

On the other hand, the layered defenses would benefit from the opposite; that is to say layered defenses are universally more effective than single-type defenses. A ship with point defenses AND shields is better at stopping missiles AND lasers than doubling the single defenses.

Two defensive slots with one PD and one Shield is better than two slots with PD vs. missiles or two slots with Shields vs. lasers.

This may not seem intuitive, but its easy to justify with a good story. ( "Point defenses augment anti-beam shielding by utilizing a directional cone energy array that enhances shield performance in the direction that the PD is aiming" - "Shielding protects ships from missile damage by channeling an enemy missile explosion away from the ship" )

Specialize weapons, and generalize defenses.

As well, defensive systems could have different enhancement rates in research and cost over time, so that initially, Armour is cheap and effective in the early game, with PD moving in next, then Shielding becoming more effective in the later game.

There should also be different costs for each defensive type. Armor reduces mobility, PD have higher storage costs and Shields require (A LOT) more energy.

As an aside, I can't help but feel that any kind of "real life" energy shielding for a vessel would require mind-boggling amounts of energy - especially when compared to weapons. How could you possibly win that race? For every (... ? Watt? Joule?) you put into a weapon, it would take hundreds or thousands more to counter it with a shield. How would that work?
 
16 feb . maybe not for stellaris but max daley for stelaris is the last month of Q2 june (Q3 orQ4 )(july to decembre) is reserved for HOI4 .
any delay for stelaris beyond june mean 2017 !!!! 2 major games can not be released in same halfe of a year (market problemes).

I'm pretty sure they've said that the plan is to release HoI4 before Stellaris.
 
you can customize an entire fleet in just 1 day just click pause and do what you want :p

In single player, yes. But multiplayer, probably not

Maybe there will be an ability down the line to make your own list of spaceships and as you develop the required technologies they load up, something like loading a previous CustomNation in EU4.

This would be a possible solution, but I wonder how the 'random deck' technology would affect this as you wouldn't have the same set of technologies in each playthrough.
It seems the weapon sets are quite varied too
 
This would be a possible solution, but I wonder how the 'random deck' technology would affect this as you wouldn't have the same set of technologies in each playthrough.
It seems the weapon sets are quite varied too

The AI needs to be just as capable as an advanced human player at designing space ships regardless of the technology you have researched. If the techs are truly random then no two games will be alike, and thus no two games will have the same exact ship designs. The AI needs to be competent at making a good design regardless of what tech you throw at it.
 
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Thank you for the dev diary! I'm not too interested by this, but great to know that you have designed such a deep and intricate system for it in which players will have the ability to invest many hours and micromanage all details! I think it can add a lot of depth to those that are interested in designing their custom ships and try to compare and share different tips or models with the rest of the community.