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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 hate designing ships, will there be an automated way to do it that would be able to fight against enemy AI?

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

Words bring meaning; Padawan learner.
 
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I never play multiplayer, but I wonder how spending time designing a ship will work in real time when the other players are doing their stuff.

Same as in EU when you are placing buildings or organising your army stacks. Or in Hoi when you are fiddling with your divisions.

Speed 2-3 everyone is at the same speed so it doesnt disadvantage anyone.
 
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When research things like a new power reactor will it automatically be applied to designs, will we have to click on each reactor on each design to change them to the newest, or will the auto-complete button upgrade a design to all the new modules for the type already installed?

Asking cause that it potential ton of excess tedious clicks for new upgrades once we have made a design
 
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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.
Wait a minute, wormhole tech? I thought that was one of the benefits of the wormhole style of travel, that all the tech required was based on wormhole-specific stations. No ship-based tech at all.

Well I know someone that won't get a beta key ;)
*rates post as Helpful*
 
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You mention that the algorithm for creating human ships is similar to the one the AI will use? Can you say what's different, and why?

Are we being given slightly 'worse' algorithms to encourage us to fiddle at least a little with the ship designer, or is it just the expectation that the human will have a different play style to the AI, and thus need different equipment?
 
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Looks nice from what i can see, not too complicated so small waiting times in multiplayer, but hopefully still allows customization - will depend on the variety of the modules.

Speaking of which, upon noticing the roman numerals on each module, i really hope Paradox doesn't make the mistake of artificially inflating the research tree by giving us several tiers of more powerful, but otherwise exact same modules.
Let me demonstrate how it - in my opinion - should not be done:
publicpreview.php

Only three basic weapon modules that simply get more powerful with better research, but do not change in any way.

To me it is much more interesting to research a more powerful weapon that works differently, or a specialized weapon for a specific task, than researching the same old missile for the fifth time to unlock the "Missile V" module.
Of course old weapons need to stay competitive with newer research, otherwise there would have to be a plethora of unique modules, each only used for a short time until becoming obsolete. This was (partly) done well in Master of Orion 2, for example: With each new technology breakthrough in a certain area the understanding of previous achievements in the same area would increase as well, improving existing modules and thus keeping them available as alternatives to the shiny new ones.

I prefer Variety over sheer Quantity in this matter and i have faith in Paradox to do it right.
Please don't disappoint me :)
 
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Well I know someone that won't get a beta key ;)
I love this man. Paradox, increase his salary.

In other news, this is a feature I will probably just hit auto on. It's my least favourite feature in such games. Sorry.:)
 
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Looks nice from what i can see, not too complicated so small waiting times in multiplayer, but hopefully still allows customization - will depend on the variety of the modules.

Speaking of which, upon noticing the roman numerals on each module, i really hope Paradox doesn't make the mistake of artificially inflating the research tree by giving us several tiers of more powerful, but otherwise exact same modules.
Let me demonstrate how it - in my opinion - should not be done:
publicpreview.php

Only three basic weapon modules that simply get more powerful with better research, but do not change in any way.

To me it is much more interesting to research a more powerful weapon that works differently, or a specialized weapon for a specific task, than researching the same old missile for the fifth time to unlock the "Missile V" module.
Of course old weapons need to stay competitive with newer research, otherwise there would have to be a plethora of unique modules, each only used for a short time until becoming obsolete. This was (partly) done well in Master of Orion 2, for example: With each new technology breakthrough in a certain area the understanding of previous achievements in the same area would increase as well, improving existing modules and thus keeping them available as alternatives to the shiny new ones.

I prefer Variety over sheer Quantity in this matter and i have faith in Paradox to do it right.
Please don't disappoint me :)


Agree with this. Any chance you will do the weapons teching more like SOTS series where new techs were different from their predecessors not just +1 models of the same laser 7 times, and missiles upgraded to the newest warhead without needing to change out modules.
 
Wait a minute, wormhole tech? I thought that was one of the benefits of the wormhole style of travel, that all the tech required was based on wormhole-specific stations. No ship-based tech at all.

I think they want to rule out sending warp or hyper ships through a wormhole (that would be tough to balance). Plus they need to put something in that design slot if you are a wormhole-using species. Wormhole can still enable more powerful ships than warp or hyper by making the wormhole-enabling component low-cost, low-maintenance and low power requirement. So warp ship may have to dedicate some extra utility slots to power generators where a wormhole ship could use that space for extra PD, shields, armor, etc.
 
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Game was just started in a certain debug mode, so you can ignore the date ;)

Why not use a different calendar all together? Like Star Trek's stardates? Is it really that important for the player to know when it is compared to where we are now. For all intends and purposes, we could be a billion years in the past or in the future. It doesn't matter. Don't let human history interfere that much.
 
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so with 'autobuild' will you be able to specify a preferred focus for this ship e.g. speed, offence or defence?
 
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.
They are called star systems you pleb! :p

Unless you are suggesting that the Solar system is unique in having defence stations.
 
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