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Stellaris Dev Diary #377 - MEAT SHIPS MEAT SHIPS MEAT SHIPS

Hello everybody! Welcome to our first BioGenesis development diary!

Today we will talk to about ships. That are made of meat!



Several weeks ago, Eladrin mentioned that the ship designer changes originally planned for 4.0 "Phoenix" would not be included in the Open Beta, as they’re now needed for our upcoming Q2 DLC release. We’ve since seen a fair amount of speculation as to what we might have been cooking that’d require such changes… So please allow me to introduce our Biological Ships!

MEAT SHIPS! MEAT SHIPS! MEAT SHIPS!

In BioGenesis, we are adding two distinct Biological shipsets, with unique ship classes and technology.

Our goals in adding Biological Ships to Stellaris were to ensure that they are not only different in appearance from mechanical ships (and space fauna), but also in gameplay. Thus, the key mechanical differences are:

  • When using Biological Ships, Corvettes, Frigates, Destroyers, Cruisers and Battleships are replaced with Maulers, Weavers, Harbingers, and Stingers, each of which have three growth stages.
  • Biological Ships, including Starbases, Megastructures and Stations, have their primary construction resource converted from Alloys (or Minerals) into Food and their Energy upkeep likewise replaced with Food upkeep.
  • Overwhelmingly, Biological Ship technologies fall in Society Research (Biology) instead of the familiar Engineering Research (Voidcraft).

And in classic Stellaris fashion, we’ve kept the flavor and narrative around Biological Ships intentionally vague, just enough to let you roleplay them however you like. Maybe they’re an extension of your Devouring Swarm, just another drone in space. Or maybe they’re advanced bio-machines, the pinnacle of your scientific achievement.

In order to use Biological Ships, you’ll need to select one of the shipsets during empire creation.

New shipset selector

Different types of ships prompted our UX designer to give the Shipset selector a fresh coat of paint!

Growth Cycles​


Similar to Space Fauna from Grand Archive, Biological Ships have growth stages, but unlike Space Fauna, they do not naturally progress through these by aging. Instead, these ships have a unique component slot for supplementary organs that can be researched. Generally speaking, the Juvenile and Mature growth stages will likely be occupied by Growth Organs that allow the ships to progress to the next stage.

Growth Glands!


The accumulated growth progress for ships is shown in both the ship’s tooltip and the ship details window.


Growth Progress Tooltip


Growth Progress Details

When Biological Ships are designed (either automatically or using the ship designer), all researched Growth Stages are configured as part of a single ship design. Once a Biological Ship has acquired sufficient Growth Progress, it will automatically change to using the next Growth Stage in its design. Alternatively, Biological Ships can be constructed at a shipyard at a later Growth Stage.

Mauler Growth Stages

The three growth stages of the Spinovore Weaver

MEAT SHIPS! MEAT SHIPS! MEAT SHIPS!

Although all Growth Stages of Biological Ships use the same Fleet Command Limit for their ship class, later Growth Stages use more naval capacity, with the Mature stage using 1.5× and the Elder stage using 2× the Naval Capacity of the Juvenile stage.


SHIPS MADE OF MEAT​

Maulers primarily focus on short-range combat with shield penetration and high damage to armor and shields. Equipped with melee-range mandible weapons and either short-range S-slot or PD-slot weapons, these ships will form the bulk of your navy in the early game. Their unique mandible weapons have similar damage scaling against starbases and larger ships as torpedoes.

Mauler Designs


Mauler Designs

The unique Organ components that Maulers have access to are the Corrosive Fluids and Metabolic Recycler (and their upgraded versions)

Corrosive Fluids


Metabolic Recycler


Weavers are support ships, making use of unique weapons to apply powerful buffs to their allies or debuffs to their enemies.

Weaver Designs


Weavers have unique access to an array of six support components, each with six tiers that belong in the PD-slot.

Weaver Support Weapons


Weaver Suppressor Weapons

The unique Organ components that Weavers have access to are Symbiotic Amplifiers and Developmental Pheromones


Symbiotic Amplifiers



Developmental Pheromones


Harbingers are carriers capable of deploying large amounts of strike craft and supporting them with point defense or long range missiles.

Harbinger Designs


Harbinger Designs


Strike craft for empires using Biological Ships are deployed in greater numbers per fighter wing, but have reduced hull points and armour instead of shields.

Biological Strike Craft

The unique Organ components that Harbingers have access to are Chitin Growth Regulators and the Incubation Matrix

Chitin Growth Regulators



Incubation Matrix


Stingers are powerful late-game warships, equipped with multiple XL weapons or capable of unleashing heavy broadside barrages.

Stinger Designs



Stinger Designs


The unique Organ components that Stingers have access to are Exhaust Spiracles and Rangefinder Clusters.

Exhaust Spiracles



Rangefinder Cluster


As each of the different Growth Stages of each of the classes of Biological Ships can be built at a shipyard, we’ve taken the opportunity to implement collapsible headers when selecting which ships to build.

Shipyard Headers

This works for mechanical ships and space fauna too!



Since Biological Ships have their own weapons, armour, shield and core components, we’ve gone through and ensured that the technologies use the appropriate icons depending on if you are using a Biological shipset or not.

Technology Swaps


Modding Notes​

As part of the work required to implement Biological Ships there have been a lot of changes to how ship components are scripted. Here’s some highlights:
  • class_restriction, size_restriction and slot_restriction are deprecated in favour of using the possible and potential trigger blocks instead.
  • Core Components now have an upgrade_path parameter, components that have the same upgrade path are shown on the same row.
  • Ship components now support the show_tech_unlock_if = { } field, like buildings.
  • New targeting parameters:
    • use_ship_main_target: if yes, overrides target_type and target_focus when ship's main target is within range, default no
    • target_type (target_enemies (default) / target_allies / target_controlled / target_own)
    • target_focus (single (default) / spread)
    • target_type: only valid if component_set has affects_target_type = yes
    • target_focus: only valid if component_set has affects_target_focus = yes
  • New parameters for weapons:
    • on_hit: apply effects to target on hit. Scope = ship (target), from = ship (shooter)
    • hide_damage_values_from_tooltip = yes/no # If yes, it will hide Damage and Average Damage from weapon component tooltip (default = no)

Next Week​

Next week we’ll be looking at Ascension, Traditions, and Advanced Governments. See you then!

PRIME CUTS FROM ART!​


They're made out of meat.


  Meat?



Meat. They're made out of meat.



Meat?


There's no doubt about it. We picked several from different parts of the planet, took them aboard our recon vessels, probed them all the way through. They're completely meat.


That's impossible. What about the radio signals? The messages to the stars.


They use the radio waves to talk, but the signals don't come from them. The signals come from machines.


So who made the machines? That's who we want to contact.


They made the machines. That's what I'm trying to tell you. Meat made the machines.


That's ridiculous. How can meat make a machine? You're asking me to believe in sentient meat.


I'm not asking you, I'm telling you. These creatures are the only sentient race in the sector and they're made out of meat.


Maybe they're like the Orfolei. You know, a carbon-based intelligence that goes through a meat stage.


Nope. They're born meat and they die meat. We studied them for several of their life spans, which didn't take too long. Do you have any idea the life span of meat?
 
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Taking a look at this pictures more I hope the auto designer is improved, because this design mixing plasma/kinetic(?) weapons and disrupters is quite bad.

IMO this is a symptom of there being way too many bypass weapons making the ship design a boring choice of going full bypass or not (and usually you want full bypass). But it’s also a trap for new people to mix them since you just end up splitting damage.

These ships weren't using the auto-designer, instead I selected a range of components to give an illustration that biological ships have equivalents for most components that regular ships have access to.

1. Shouldn't that Accelerated Gland use Exotic Gases, considering the flavor text?
2. Is there any requirement to choosing meat ships in empire creation? Like, not being Xenophobe, or not having an early-space age civic?
3. When are we changing "Food" to "Biomass"? I think it seems slightly silly to still call it food (yeah this is not really a question).
4. Why can we build younger ships once elder ones are unlocked? What's the tradeoff in mid/endgame?
5.



Huh what. Why does the design screen show all three stages, if there's a stage spinner on the sidebar?

  1. Good catch, I'll investigate why it wasn't showing in the tooltip.
  2. Some stuff we're adding in BioGenesis require biological ships, meanwhile the Eager Explorer civics require that you are using a regular shipset.
  3. No plans to change the name of Food.
  4. The younger ships are far cheaper and faster to build compared to the elder ships, on the other hand they have far less hp, weapons and defences.
  5. Because we wanted players to be able to easily see the weapons and defences for all stages for the ships at once.

Was hoping for something a bit more than "ships but they cost food". Something like a devour bombardment stance where they ate everything on the surface or a bombadment stance where they assimilate the planet into their hive.

Keep an eye on the future dev diaries.
 
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¡Hola a todos! ¡Bienvenidos a nuestro primer diario de desarrollo de BioGenesis!

Hoy hablaremos de barcos. ¡Están hechos de carne!



Hace varias semanas, Eladrin mencionó que los cambios en el diseño de naves, originalmente planeados para la versión 4.0 "Fénix", no se incluirían en la beta abierta, ya que ahora son necesarios para nuestro próximo DLC del segundo trimestre. Desde entonces, hemos visto mucha especulación sobre qué estábamos preparando que requeriría tales cambios... ¡Así que permítanme presentarles nuestras naves biológicas!

¡Barcos de carne! ¡Barcos de carne! ¡Barcos de carne!

En BioGenesis, estamos agregando dos conjuntos de naves biológicas distintas, con clases de naves y tecnología únicas.

Nuestro objetivo al añadir Naves Biológicas a Stellaris era garantizar que no solo se diferenciaran de las naves mecánicas (y la fauna espacial) en apariencia, sino también en jugabilidad. Por lo tanto, las principales diferencias mecánicas son:

  • Al utilizar barcos biológicos, las corbetas, fragatas, destructores, cruceros y acorazados se reemplazan por Maulers, Weavers, Harbingers y Stingers, cada uno de los cuales tiene tres etapas de crecimiento.
  • Las naves biológicas, incluidas bases estelares, megaestructuras y estaciones, tienen su recurso de construcción principal convertido de aleaciones (o minerales) en alimentos y su mantenimiento de energía también se reemplaza por mantenimiento de alimentos.
  • De manera abrumadora, las tecnologías de Naves Biológicas caen dentro del ámbito de Investigación de Sociedad (Biología) en lugar de la familiar Investigación de Ingeniería (Naves del Vacío).

Y, al más puro estilo de Stellaris, hemos mantenido la ambientación y la narrativa de las Naves Biológicas intencionalmente vagas, lo justo para que puedas interpretarlas como prefieras. Quizás sean una extensión de tu Enjambre Devorador, un dron más en el espacio. O quizás sean biomáquinas avanzadas, la cumbre de tus logros científicos.

Para poder utilizar naves biológicas, deberás seleccionar uno de los conjuntos de naves durante la creación del imperio.

View attachment 1272292
¡Distintos tipos de barcos impulsaron a nuestro diseñador de UX a darle al selector de Shipset una nueva capa de pintura!

Ciclos de crecimiento​


Al igual que la Fauna Espacial del Gran Archivo, las Naves Biológicas tienen etapas de crecimiento, pero a diferencia de la Fauna Espacial, no progresan de forma natural a través de ellas mediante el envejecimiento. En su lugar, estas naves cuentan con una ranura para componentes exclusivos para órganos suplementarios que pueden investigarse. En general, las etapas de crecimiento Juvenil y Maduro probablemente estarán ocupadas por Órganos de Crecimiento que permiten a las naves avanzar a la siguiente etapa.



El progreso de crecimiento acumulado de los barcos se muestra tanto en la información sobre herramientas del barco como en la ventana de detalles del barco.



Al diseñar Naves Biológicas (ya sea automáticamente o con el diseñador de naves), todas las Etapas de Crecimiento investigadas se configuran como parte de un único diseño de nave. Una vez que una Nave Biológica haya alcanzado el Progreso de Crecimiento suficiente, pasará automáticamente a usar la siguiente Etapa de Crecimiento en su diseño. Como alternativa, las Naves Biológicas pueden construirse en un astillero en una Etapa de Crecimiento posterior.

View attachment 1272297
Las tres etapas de crecimiento del tejedor Spinovore

¡Barcos de carne! ¡Barcos de carne! ¡Barcos de carne!

Aunque todas las Etapas de Crecimiento de los Barcos Biológicos usan el mismo Límite de Comando de Flota para su clase de barco, las Etapas de Crecimiento posteriores usan más capacidad naval, y la Etapa Madura usa 1,5× y la Etapa Anciana usa 2× la Capacidad Naval de la Etapa Juvenil.


BARCOS DE CARNE​

Los Maulers se centran principalmente en el combate a corta distancia, con penetración de escudos y un alto daño a blindaje y escudos. Equipados con armas de mandíbula de alcance cuerpo a cuerpo y armas de corto alcance de ranura S o PD, estos barcos conformarán el grueso de tu armada al principio de la partida. Sus singulares armas de mandíbula tienen un escalado de daño similar al de los torpedos contra bases estelares y naves más grandes.


Los componentes de órgano únicos a los que tienen acceso los Maulers son los fluidos corrosivos y el reciclador metabólico (y sus versiones mejoradas).



Los tejedores son naves de apoyo que utilizan armas únicas para aplicar beneficios poderosos a sus aliados o desventajas a sus enemigos.



Los tejedores tienen acceso exclusivo a una variedad de seis componentes de soporte, cada uno con seis niveles que pertenecen a la ranura PD.


Los componentes únicos de los órganos a los que tienen acceso los tejedores son los amplificadores simbióticos y las feromonas de desarrollo.




Los Harbingers son portaaviones capaces de desplegar grandes cantidades de naves de ataque y apoyarlas con defensas puntuales o misiles de largo alcance.



Las naves de ataque de los imperios que utilizan naves biológicas se despliegan en mayor número por ala de caza, pero tienen puntos de casco y armadura reducidos en lugar de escudos.


Los componentes únicos de los órganos a los que tienen acceso los Harbingers son los reguladores del crecimiento de quitina y la matriz de incubación.



Los Stingers son poderosos buques de guerra de nivel avanzado del juego, equipados con múltiples armas XL o capaces de desatar fuertes descargas laterales.



Los componentes de órgano únicos a los que tienen acceso los Stingers son los espiráculos de escape y los grupos de telémetro.



Como cada una de las diferentes etapas de crecimiento de cada una de las clases de naves biológicas se pueden construir en un astillero, hemos aprovechado la oportunidad para implementar encabezados plegables al momento de seleccionar qué naves construir.

View attachment 1272327
¡Esto también funciona para naves mecánicas y fauna espacial!



Dado que las naves biológicas tienen sus propias armas, armadura, escudo y componentes básicos, las hemos revisado y nos hemos asegurado de que las tecnologías usen los íconos apropiados dependiendo de si estás usando un conjunto de naves biológicas o no.



Notas de modificación​

Como parte del trabajo necesario para implementar las Naves Biológicas, se han realizado numerosos cambios en la programación de los componentes de las naves. A continuación, se presentan algunos puntos destacados:
  • class_restriction, size_restriction y slot_restriction están obsoletos y en su lugar se utilizan los bloques activadores posibles y potenciales.
  • Los componentes principales ahora tienen un parámetro upgrade_path, los componentes que tienen la misma ruta de actualización se muestran en la misma fila.
  • Los componentes del barco ahora admiten el campo show_tech_unlock_if = { }, como los edificios.
  • Nuevos parámetros de segmentación:
    • use_ship_main_target: si es así, anula target_type y target_focus cuando el objetivo principal del barco está dentro del alcance, predeterminado no
    • tipo_objetivo (objetivo_enemigos (predeterminado) / objetivo_aliados / objetivo_controlado / objetivo_propio)
    • target_focus (único (predeterminado) / extendido)
    • target_type: solo es válido si component_set tiene affect_target_type = yes
    • target_focus: solo válido si component_set tiene affect_target_focus = yes
  • Nuevos parámetros para las armas:
    • on_hit: aplica efectos al objetivo al impactar. Alcance = barco (objetivo), desde = barco (tirador)
    • hide_damage_values_from_tooltip = yes/no # Si es así, ocultará el daño y el daño promedio de la información sobre herramientas del componente del arma (predeterminado = no)

La próxima semana​

La semana que viene hablaremos de Ascensión, Tradiciones y Gobiernos Avanzados. ¡Nos vemos!

¡LOS MEJORES CORTES DEL ARTE!​


EXTRAORDINARY DESIGNS AND MECHANICS FOR BIOLOGICAL SHIPS, BUT DO THE DESIGNS HAVE ANY MOVEMENT TO REPRESENT THAT THEY ARE REALLY ALIVE?, SOMETHING SIMILAR TO SPACE WILDLIFE SHIPS??
 
i am a little bit torn
of cause the meat-/bioships look awesome, but they need to be balanced though...
if they are as strong as they look, i am worried they will become kind of mandatory bis (best in slot) and nothing else will be played 90% of the time
the usual ships should still be viable, and if i pick e.g. the rock/plant shipset i dont want to feel like i am missing out or that i am nerfing myself with this choice
 
i am a little bit torn
of cause the meat-/bioships look awesome, but they need to be balanced though, if they are as strong as they look, i am worried they will become kind of mandatory bis (best in slot) and nothing else will be played 90% of the time, the usual ships should still be viable, and if i pick e.g. the rock/plant shipset i dont want to feel like i am missing out or i am nerfing myself with this choice
If you can take down a fully grown ship just once the enemy will be severely weakened and their economy will struggle under the replacement cost

Also food is notably harder to get than alloys since alloys are refined from minerals that can be found in abundance in space, food is almost exclusive gained by farmers which are limited by the maximum amount of hydroponics and farm districts you can build

Also food is a highly competed resource, you need it for the general populace, for cloning, for that one edict that buffs pop growth, for space fauna, etc.

Obviously it's not gonna be an impossible burden to lift, especially when you actively use the internal or galactic market to turn any excess into Trade Value from which you then buy more food, but it's still gonna need quite the specialized builds, meaning anyone who wants to play something else will pick regular ships

Also if you run something like Cybernetic Creed then you will produce A LOT of yellow research, meaning you could most definitely unlock better mechanical faster than if you were to use bioships which are locked behind green research

(On the flipside ravenous swarm and their purge type that literally turns eaten pop into green research will profit from bioship techs being green)
 
Since Biological Ships have their own weapons, armour, shield and core components, we’ve gone through and ensured that the technologies use the appropriate icons depending on if you are using a Biological shipset or not.
Will they share some technologies with space fauna? (Controlled Mutations, for example)
 
If you can take down a fully grown ship just once the enemy will be severely weakened and their economy will struggle under the replacement cost

(On the flipside ravenous swarm and their purge type that literally turns eaten pop into green research will profit from bioship techs being green)

I would also concur; except competition on food, which is a less convenient resource to obtain than minerals or alloys, there is also competition in society research. With the inclusion of biological ship, ship components, bio ascension etc, the society tree would become more crowded.

I still think food will become the more critical bottleneck.
 
If we can have either meat ships or metal ships, depending on the shipset we choose, what happens when I vassalise and annex an empire with the other sort of ships and then want to upgrade their ships to be current?


__
And : "Look mommy, I'm a Tyranid!".
Thats actually a good question. I wonder if this scenario was considered. Now I am also curious about federation fleets, will they be able to deploy both versions of ships I suppose?
 
i am a little bit torn
of cause the meat-/bioships look awesome, but they need to be balanced though...
if they are as strong as they look, i am worried they will become kind of mandatory bis (best in slot) and nothing else will be played 90% of the time
the usual ships should still be viable, and if i pick e.g. the rock/plant shipset i dont want to feel like i am missing out or that i am nerfing myself with this choice
Keep in mind that the new ships have bigger numbers, but they are much less versatile. For instance, once an empire researches Destroyers they can set Artillery computers and kite your organic ships forever, as you will only have Maulers and Weavers which are both very short range, and range and speed are king in space battles, specially early game ones.

The same happens with Torpedos, normal empires will have Frigates very early, but you will need to rely on Maulers (with their extremely short range and presumably not so great scaling weapons) or wait until you get Harbingers which are Cruiser level.

It was also said by a dev that they where balanced around that, here:
On meat ships balance
 
Keep in mind that the new ships have bigger numbers, but they are much less versatile. For instance, once an empire researches Destroyers they can set Artillery computers and kite your organic ships forever, as you will only have Maulers and Weavers which are both very short range, and range and speed are king in space battles, specially early game ones.

The same happens with Torpedos, normal empires will have Frigates very early, but you will need to rely on Maulers (with their extremely short range and presumably not so great scaling weapons) or wait until you get Harbingers which are Cruiser level.

It was also said by a dev that they where balanced around that, here:
On meat ships balance
To be fair, torpedoes ALSO have shitty range
 
To be fair, torpedoes ALSO have shitty range
True, but I meant that you get a 'reliable' ship for those earlier with metal ships than you do with organic ones. In fact, organic ships don't have a Frigate equivalent.

I still am not sure which will be stronger, if meat or metal ships, but the point is that it is not jut about stats. Metal ships will be more versatile with having access to more weapon types and combat computers, while organic ships have set roles and weapons. Back again at the Destroyer part, if both nations are similar in research, then by the time you get destroyers and I get weavers, one can have long range weaponry while the other has short range weapons and is a support vessel, meaning that I am stuck with only Maulers as any form of significant firepower for much longer than you, that can allow you to snowball harder, even if 'technically' my Stingers will be stronger than your Battleships 1 for 1. But again, hard to know until the DLC is live.
 
True, but I meant that you get a 'reliable' ship for those earlier with metal ships than you do with organic ones. In fact, organic ships don't have a Frigate equivalent.

I still am not sure which will be stronger, if meat or metal ships, but the point is that it is not jut about stats. Metal ships will be more versatile with having access to more weapon types and combat computers, while organic ships have set roles and weapons. Back again at the Destroyer part, if both nations are similar in research, then by the time you get destroyers and I get weavers, one can have long range weaponry while the other has short range weapons and is a support vessel, meaning that I am stuck with only Maulers as any form of significant firepower for much longer than you, that can allow you to snowball harder, even if 'technically' my Stingers will be stronger than your Battleships 1 for 1. But again, hard to know until the DLC is live.
At the end of the day it will come down to strategy and individual builds tbh
Have the maulers' speed be buffed by weavers and just rush in

Or do the old classic and bait the enemy into a starbase to then flank them

Do the unthinkable and split your fleets so you can be at several points at once
 
Tbf when i created the meme, i wrongly assumed machines can't use bio shipset.
Well they don't exactly LOOK the part, but if we're being *technical* about Reapers...

*GAAAASP* Does that mean I can mulch organic life into food by abducting entire planets, relocating them to a Ring World filled with Industrial Plants that use food and build my ships in that system???

If you know, you know. But some Commander from Galactic Paragons better not try and blow it up
 
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Well they don't exactly LOOK the part, but if we're being *technical* about Reapers...

*GAAAASP* Does that mean I can mulch organic life into food by abducting entire planets, relocating them to a Ring World filled with Industrial Plants that use food and build my ships in that system???

If you know, you know. But some Commander from Galactic Paragons better not try and blow it up
You could skip the middleman and just turn the xenos into lifestock and corpse starch
 
At the end of the day it will come down to strategy and individual builds tbh
Have the maulers' speed be buffed by weavers and just rush in

Or do the old classic and bait the enemy into a starbase to then flank them

Do the unthinkable and split your fleets so you can be at several points at once
You are right, but then if we consider the tactics around it, then there is no real point to anything else in the discussion. Everything, if used correctly, can punch above its weight.

The general discussion was more around whether or not the new ships are stronger than the current ones, which stat wise might be so, but behavior and versatility wise might not be. Those are important too, as they influence which decisions you make. For instance, their short range is not an issue if you camp at Hyperlane exist, but it is a major one on a Black Hole (or certain storms) that you need to traverse as the decreased speed and lower range means more hits received on approach.

All these are important factors, and ofc, influence strategy, which is a much more 'abstract' topic. That's why I said that we would need to wait and see.