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Additional reminder to also have your own unique localization file. The fact that the current dreadnought can field 4x the armaments of the conventional battleship yet does not cost 4x as much or take up 4x the fleet capacity is unbalanced, not whether or not it may also have a science bay onboard. Ditto for the carrier and strike crafts. (I'm not even going to poke the fortress stations).
 
With some .gui editing to make the designer screen bigger, this kind of monster is possible, 5 hull sections.

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Yes, I have not quite worked it all out, mostly I am just seeing how much the UI can be expanded.
 
I fixed it so it all now displays, and you get 12 modules. I am posting this here anyway as a bit of a demo fro the OP, at the end of the day, Stellaris is rediculously modular. :D


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actually you are limited to 24 utility slots, and 24 weapons slots, I also managed to add an extrea 4-5 aura slots too, and to make a custom aura slot, a command chair. Then you can add an extra hull section in too, so you could have a Dreadnaught with 4-5 hull sections, 10 different components, including a science module and all the battleship auras, with each module holding 24 large weapons and 24 large utilities.

Well... damn... LOL. In that case I might go back and beef up the weapons on the dreadnought a bit more. It's awful expensive so it should boast a larger number of weapons.

I've tried adding in an extra hull section but it doesn't look right when the ship is built. You can tell sections are overlapping. How did you overcome that problem?

Also, I've added a science lab to the dreadnought, but it can't research or survey anything. Not sure what else I need to change to fix that.

pls. can add some Aviation Cruiser have 2-3 Hangers in mid idea. (sry formy english is bad.)

I'm planning to add a few more ship classes, one of them was going to be a light carrier or something similar that uses the cruiser designs.
 
Additional reminder to also have your own unique localization file. The fact that the current dreadnought can field 4x the armaments of the conventional battleship yet does not cost 4x as much or take up 4x the fleet capacity is unbalanced, not whether or not it may also have a science bay onboard. Ditto for the carrier and strike crafts. (I'm not even going to poke the fortress stations).

I'll work on balancing things out once I've got all of the major changes in place. I don't want to jack up the prices too much, otherwise nothing will be affordable in shorter games. The fortress stations are very powerful, which is the way they should be, but I'll increase their costs and such later on. Right now this mod is just as much a proof of concept and testing ground as it is a gameplay improvement.

maybe a doumb question, but is it savegame compatibel? Probabyl not...

And, does it add the carrier Desgin to all Shipfomrs? I mostly play reptilians.

It should be savegame compatible, you'll just need to research the technologies required for carriers and dreads. And yes, it changes all races.
 
I'm planning to add a few more ship classes, one of them was going to be a light carrier or something similar that uses the cruiser designs.

I choose cruiser because ,I use cruiser major ships in mid-endgame (long war insane mode) Carrier class not work for me and expensive cost .(Dreadnought is good in late game ;_; ) [sorry my english is bad.]
 
How about a battle cruiser ship? same model as a cruiser with it being slightly bigger and having more large turrets but the same armour and hit points as a cruiser.
 
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Battle Cruisers were the size of Battleships with the speed of a cruiser and the armour of a cruiser. They were the natural evolution of the fast battleship and the reality of gunnery at sea. German Battle Cruisers on the other hand had guns of Cruisers and the armour of Battleships, with the speed of a cruiser, and were designed to hold a battleship in position for the rest of the fleet to catch up.
 
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I've updated the mod again to add a new class, the Battlecruiser. I've also fixed the gfx files so they don't overwrite the vanilla files. I've added some weapons and fighter bays to the carrier and dreadnought, but I didn't want to go overboard like some crazy people with 10,000 weapons on their ships (cough)Zarathustra(cough) LOL.

Next on the plate is a cruiser sized light carrier, so that carriers are possible a bit sooner in the game.
 
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Nice mod you have there CaptainX3. I also would like to mod the ships but don't have the tools or knowhow to do so (and i'm too busy making a balance mod :p). Not sure if you have messed with the corvettes yet, but i find there is not enough variety there in the stock game. We have the shifter core that is kind of useless (at least i could not find any use for it, and PDX did not even allow the AI to mess with it), then we only have 2 viable variant. I think there should be more, and there are plenty of ways to do so. I would swap 1 small utility and the 1 small gun for a medium one (or put two small guns), i think the shifter would be more useful that way. I think a "Glass Cannon" core would be fitting in this game, removing 2 small utility but having 2 medium guns. Can't be armored/shielded well, nor use pds, but more firepower than any other corvettes (would be even more fitting in my mod :D).

Anyway, good luck with that mod.