Stellaris

Stellaris

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Smarter Ship Design [4.0]
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12 May, 2020 @ 1:48pm
9 Aug @ 11:32pm
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Smarter Ship Design [4.0]

In 1 collection by Dragatus
Dragatus' Vanilla-ish Mods
8 items
Description
This mod aims to guide the AI empires to design its ship designs more effectively and adds a few ship sections I felt were lacking. If you use auto-generated ship designs those will also be improved. Currently it only impacts mechanical ships. I will eventually include bioships, if I consider it necessary, but I first need to play with them more.

All the images are of ship designs the AI created with this mod.

The mod works fine on its own, but for an even better effect it can be combined with my other mod Signature Weapons.

HOW IT WORKS

The ship section selection weights have been rewritten and the AI will now pick them based on what technologies it has and what kind of weapons it prefers based on its personality[stellaris.paradoxwikis.com]:
  • AI will favor P slots over S slots if it researched new P weapons that are of the same tech tier or higher than its best S/M weapon.
  • Exception: AI that prefers explosive weapons will only favor P slots over S slots if it has P weapons that are more advanced than its regular missiles.
  • After researching Battleships technology AI will favor using P slots on all smaller ship sizes.
  • AI that prefers energy or kinetic weapons will favor M slots over S slots until it researches Autocannons or Plasma Throwers technology. Then it will start preferring S slots.
  • AI that prefers explosive weapons will favor M slots over S slots if it has swarmers that are of the same tech tier or higer than its regular missiles.
  • AI that prefers strike craft will favor M slots over S slots if it has Whirlwind Missiles technology.
  • AI that prefers energy or kinetic weapons will favor L slots over M slots if it has researched Kinetic Battery technology and is producing Volatile Motes.
  • AI that prefers explosive weapons or strike craft will never favor L slots over M slots.
  • AI that prefers energy or kinetic weapons will favor G slots over other weapon slots if it has researched Battleships and Proton Launchers technologies and is producing Exotic Gases.
  • AI that prefers explosive weapons will favor G slots over other weapon slots if it has researched Battleships and Armored Torpedoes technologies and is producing Volatile Motes.
  • AI that prefers strike craft will never favor G slots over other weapon slots.
  • AI that prefers strike craft will always favor H slots over other weapon slots.
  • AI will always favor X slots over other weapon slots.

Defense Platforms use special rules and will most commonly use M slots to avoid range issues. However, AI that prefers explosive weapons will use S slots on defense platforms if its regular missiles are more advanced than its swarmers. Finally, AI that prefers strike craft will use H slots on defense platforms.

The mod also adds logic to choosing what weapons to put into weapon slots of a specific size.
  • S slots will usually be used for autocannons, disruptors, plasma and missiles.
  • M slots will usually be used for lasers, railguns and swarmers.
  • L slots will be used for kinetic artillery if available and lasers or railguns if not.
  • G slots will be used for energy torpedoes if the empire prefers energy or kinetic weapons and for regular torpedoes if it prefers explosive weapons or strike craft.
  • AI that prefers energy weapons will avoid using disruptors and missiles.
  • AI that prefers kinetic weapons will avoid using disruptors.
  • AI that prefers explosive weapons will avoid using energy weapons (except disruptors).

MODIFIED SHIP SECTIONS:
  • All standard stern sections for Destroyers now have 2 new small slots for defenses.
  • Standard Frigates now have 6 small slots for defenses.
  • Destroyer Picket Ship Bow: replaced the S slots with an M slot and a P slot (MPP)
  • Cruiser Hangar Core: replaced P slots with S slots (SSH)
  • Cruiser Torpedo Core: replaced the 2 S slots with a G slot (GGG).
  • Battleship Hangar Bow: replaced P slots with S slots (HMSS)
  • Battleship Carrier Core: replaced P slots with S slots (HHSSSS)

NEW STANDARD SHIP SECTIONS:
  • Frigate: Multirole (PG)
  • Destroyer: Interceptor Ship Bow (SSS and replaces 6 small slots for defenses with 3 M slots)
  • Destroyer: Torpedo Stern (G)
  • Cruiser: Gunship Bow (SSM)
  • Cruiser: Picket Ship Stern (PP)
  • Menacing Cruiser: Multirole Cruisers (LMGSP)

NEW SHIP SECTIONS UNLOCKED BY ARMORED IN FIREPOWER (NEW ASCENSION PERK)
  • Corvette: Guardian (MPP weapons; SS defenses)
  • Corvette: Gunstar (MM weapons; SS defenses)
  • Frigate: Guardian (GPP weapons; SSSS defenses)
  • Frigate: Nova (GG weapons; SSSS defenses)
  • Destroyer: Gunstar Stern (MM weapons; no defenses)
  • Destroyer: Nova Stern (GG weapons; no defenses)

COMPATIBILITY

This is a gameplay altering mod and as such it will prevent you from getting achievements.

The mod replaces five files:
1) .../Stellaris/common/component_templates/00_weapons_energy.txt
2) .../Stellaris/common/component_templates/00_weapons_extra_large.txt
3) .../Stellaris/common/component_templates/00_weapons_missiles.txt
4) .../Stellaris/common/component_templates/00_weapons_pointdefence.txt
5) .../Stellaris/common/component_templates/00_weapons_projectile.txt

Additionally it adds new files that overwrite all entries from 5 more files:
6) .../Stellaris/common/section_templates/battleship.txt
7) .../Stellaris/common/section_templates/corvette.txt
8) .../Stellaris/common/section_templates/crisis.txt
9) .../Stellaris/common/section_templates/cruiser.txt
10) .../Stellaris/common/section_templates/destroyer.txt

Finally it overwrites the defense platform entries in the file:
11) .../Stellaris/common/section_templates/other.txt

It will be incompatible with any mod that also edits these same files or entries, but should be compatible with all the mods that don't. It may also be technically compatible but effectively incompatible with a mod that dramatically alters ship design in some other way.

Not compatible with NSC.

Should be compatible with StarNet AI and StarTech AI.

SHAMELESS SELF-PROMOTION

I would be grateful if you could rate the mod with either thumbs up or thumbs down. If you rate it with a thumbs up and you really enjoy it, please consider also marking it as a favorite. If you like this mod you might also like one of my other mods.

I also created a Discord server[discord.gg]


PERMISSIONS

I'm an old-school modder and don't think it should be necessary to get people's permissions to use their work as a basis for your own. So if I ever go off-line, you have my blessing to update my mods and upload them yourself. You also have my blessing to incorporate bits and pieces of my mods into your own mods. In both cases I'd just appreciate if you gave me credit for my work and send a notification my way. Thanks.
Popular Discussions View All (1)
0
19 Jan @ 3:09pm
Allow the AI to build destroyers
Head
111 Comments
S3V3R 22 Sep @ 2:39am 
The game has too many APs as it is anyway, I prefer this approach you've taken.
Dragatus  [author] 25 Aug @ 8:28am 
We may have different philosophies on what mods should do. The AP is niche, but that is intentional. I don't want to add an AP that becomes a mandatory pick in every game. I want APs to be situationally useful, but when they are useful they should be very strong. In the case of Armored in Firepower it has two main uses.
1. If you've invested into fleets of stealthy torpedo frigates, it doubles the number of torpedoes in your fleet. Stealthy torpedo frigates are very situational, but this straight up doubles their effectiveness.
2. If you're building a fleet of high evasion destroyers, it allows designing destroyers that combine kinetic artillery with two energy torpedoes and act as big ship hunters. Without the perk the design could only carry one energy torpedo, so you're again doubling the number of torpedoes.
66% trustworthy 24 Aug @ 4:28am 
@frosties I would recommend using a mod where u can use more ascension perks anyway, The AI uses them too and it makes the endgame much less empty.
frosties 23 Aug @ 11:08pm 
I feel like the ship sections given by the ascension perk are mid as hell. No way I would waste an entire ascension perk when you are already limited to only 8. I would like to see a substantial buff to it, especially considering that it is added by a mod, which I would expect to have a power level equivalent to at least the A or S tier compared to the vanilla perks.
Dragatus  [author] 9 Aug @ 11:35pm 
v2.3.4
Stellaris 4.0 compatibility patch:
- Added bioship cost triggers and modifiers to defense platform sections and T slot weapons.
- Implemented logistics trade upkeep and role selector background for standard ship sizes and removed piracy suppression data.
- Implemented triggers that block bioship empires from getting mechanical ship weapons.
- Added missing weapon tags for slot size to mecanical ship weapons.
- Added cosmic storm AI weight factors.

Other changes:
- Added new logic for using archeo-tech weapons. Empires will only use them if they have more than 2000 minor artifacts stored and more than +2 minor artifacts income. Even then empires who don't have the Archaeo-Engineers perk will prefer normal weapons, unless they have more than 5000 minor artifacts stored and more than +5 minor artifacts income.
- Energy torpedoes are now classified as explosive weapons.
Dragatus  [author] 26 Jul @ 10:23am 
It wasn't designed with that mod in mind nor did I test it. I honestly don't know if they are compatible or not.
DXRK 22 Jul @ 6:00am 
Heyy Does this work with THe Ancient cache of technology? LIke will it automatically upgrade to dark matter?
Dragatus  [author] 29 Jun @ 8:40pm 
Sure, go for it. I'm an old-school amateur modder who believes it's polite to give credit, but everybody should be able to freely take and tweak things from other mods. ;)
66% trustworthy 29 Jun @ 3:04pm 
To add onto this: I am also going to slightly modify said bits, so It works on 4.0 / it doesn't create issues with the current mod
66% trustworthy 29 Jun @ 3:01pm 
Greetings, am I allowed to use pieces of this mod in another mod I updated?
My rerelease of the mod is called "4.0 Stardocks" and I would of course credit you in the description.
The things you added in this mod seem to be exactly those things I struggled with. I'd be glad to be allowed to do this.