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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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I'm curious how much the game will allow or perhaps reward specialization. Will there be science ships to study anomalies and explore the universe? Troop transports? Salvage ships? Mine layers?
 
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Thats a great one DD. Reminds me of ship constructor in East vs West, game which died so tragically...

Actually I'm happy to see ship designer instead of boring diplomacy:D
 
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(emphasis mine)
This is interesting to me. What makes it so that the players will want different ships than the AI ? Why "very close" and not "the same" ?
Well, the AI's actions are going to be governed by a combat AI which is probably different than the way players are going to be inclined to play. This might mean that some configurations that synergize perfectly with the way the AI will use ships might not be exactly the best way to design ships for the player. That's just my guess. I really doubt it'd be a deliberate buff or nurf.
 
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Do you have a choice of ship sections (with different slots available) to use when designing, or are they fixed by your choice of ship hull?

Look at the second screenshot. For the battleship hull he can choose among six different options for the forward "Breaker" section. The six have different breakdowns of weapon and utility slots (though at this point the distribution of utility seems to be identical).
 
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Please don't go to the usual "bigger is better" -thinking. Most space warfare games end up in a situation where any smaller ships are completely useless as you just build as many titan sized monsters as you can and crush any enemy coming your way. Usually smaller ships are needed only until you can build big ones.

There are reasons why real life battleships died out. Bigger was not better. Strong weapons in a small fast and a lot cheaper ship was more efficient a solution.

One big reason for this is that while a big armored monster could take a lot of damage and stay functional they could only be repaired in a few places with big enough facilities. Meaning that while you might have won the battle you still often needed to retreat for a long while to repair the damage. In space warfare games usually you can easily repair your monsters anywhere with no extra support facilities.

Edit: it would be great if the ideal ship design would depend on the weapon technology you and your enemy uses. Smaller ships might be able to avoid kinetic projectiles but computer controlled lasers would be able to hit anything. On the other hand the lasers might not be able to penetrate shields of a bigger ship. When new technologies are developed old ship designs should become obsolete and new designs arise.
 
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That's nice, but are there different "aesthetic" styles and how do they work ?

I'm talking purely about the appearance here, because, with the portraits, it will be one of the only ways to actually see the cultural and biologic differences between the different "space nations".
In a game like GalCiv III (if I remember well since I didn't play it much), you begin choosing a general colour pattern, for example, and after that you have different culture-specific pieces among whose you can choose what you want for your design. So you can pretty much do what you want. Which means each player can design his own ships.
On the other hand, Endless Space has fixed designs for each faction but you can add non-visual (or almost non-visual) modules (like weapons, cargo...).Which means that each faction has a very strong identity.

In short, how far can you customize the external look of the ship ? (colour pattern, styles) ; and is it only depending on the module you choose ?
Do all ships built with the same modules look the same ?

(sorry if it has already been answered elsewhere, there is too much to read ;) )
 
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Excellent there a option where the computer designs ships for you. I'm a space emperor I have engineers for this sort of thing....


EDIT : I really should read the DD more carefully
 
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I hope the Ship Designer is done better than GalCiv III's which was riddled, both with Bugs and design oversights, making it possible to make big ships with stupidly large LoS, making it possible to explore most of the map extremely early, or Tiny Colony ships much cheaper than intended
 
I'm not really into ship design in 4x games- usually too much micro and that min-maxing can really gimp the AI.

That said, I love the models and art look of ships, modules and components. So long self design doesn't NERF the AI, I think I will use it for specific ships such as Flagships. Then see how it goes.

Also love that we can just let the AI design our ships.
 
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Look at the second screenshot. For the battleship hull he can choose among six different options for the forward "Breaker" section. The six have different breakdowns of weapon and utility slots (though at this point the distribution of utility seems to be identical).

Thanks, somehow I completely missed the 2nd screenshot :)
 
I like this; it is a lot more detailed and granular than I was expecting. I like the different types of ship sections; a nifty little idea.

Only thing I think I'd like to see which isn't there is supply/fuel, to limit ships range before they have to go back to base to restock. I don't think it's necessarily a good or realistic thing to have ships or fleets wandering all over the entire galaxy without ever needing to return to restock/refuel. This would open the way for the player to construct resupply bases, this giving strategic value to certain systems which might otherwise be fairly unimportant.

I'm also wondering whether or not civilian ships, especially science ships are designable as well ?
 
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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!
Awesome I have been waiting to knowexactly how much work we'd get to put in on our ships. How big will the scale be, how many ships will you have in your fleets, will it be like in star trek whre every ships has a name and a history and so on, or will they be more like ships in eu4 or ships/tanks in HoI? Churned out enmasse as meat for the grinders.
 
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How about special ways your ethos helps to boost your ships.

Like suicide ship (a small corvette used by a religious race with special modules that can be used to blow up large ships)

Or special amour for the more collective/commie races
Tank+shields+during+ww2_8835b2_5655528.jpg
 
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Very much excited to fiddle around with this. I can already tell this ship designer is gonna suck up some time if I truly want to customize everything, and I am 100% okay with that. This is far better than what I was expecting (and I was expecting something great!). And I appreciate the auto-best button, which I will most definitely be using when I get impatient. Won't lie though; I'll probably be going in to change some of the auto-best designs purely to give them more cool factor :p ).
 
Only thing I think I'd like to see which isn't there is supply/fuel, to limit ships range before they have to go back to base to restock. I don't think it's necessarily a good or realistic thing to have ships or fleets wandering all over the entire galaxy without ever needing to return to restock/refuel. This would open the way for the player to construct resupply bases, this giving strategic value to certain systems which might otherwise be fairly unimportant.

Ships might still have limited operating range in the game, even if that range can't be modified for individual ship designs. You could have different techs that extend the range, and just assume that all ships of an empire/federation have that range.
 
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