Stellaris

Stellaris

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Ship Section Mod
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1.211 MB
12 Nov, 2023 @ 10:01am
12 Jun @ 8:59am
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Ship Section Mod

Description
This mod adds some ship sections, increases the max Titans to 30 and Juggernauts to 3. And some offspring sections for Progenitor Hives (high cost but more slots).

NEW: more choices for combat computers

Locks more sections behind 2 techs you get if you start the Unyielding or Supremacy tradition tree ("Armored" and "Gunned" sections; located in the engineering tree).
If you have completed one of the trees and researched "Fluid Fleet Templates" or "Citadels", you will receive the tech option for the other tradition.

10 days after gamestart a event fires to enable or disable Armored and/or Gunned ships.
Both types have +50% section alloys cost .
"Armored" ships get a buff to hull and have more defensive slots.
"Gunned" ships get a buff to range and rate and have more gunslots.

Pictures only show the added sections.

Localisation/section names for German, Spanish and Polish, French and Russian (thanks to Fresh_Limon for that).

Work with the current version (4.0.*)
Should also work with older and newer versions.

No vanilla files overwritten.

Feel free to comment, if you think something is too weak, OP or dosen't work.


If you think this is too much:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3405089872

More Cosmogenesis sections:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3268993153

More Galactic Nemeis sections:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3050171341
34 Comments
Veno_Aug 28 Jul @ 11:45pm 
@bi3rd0se
Thanks a lot! Time to achieve galactic peace through superior firepower!
bi3rd0se  [author] 28 Jul @ 6:54am 
@Veno_Aug:
Theoretically, it should work (with the console's event command), the event ID is ‘SSM_event.101’.

But if you enter
" set_global_flag = SSM_on "
in the console, you will get the techs/sections.

" set_global_flag = SSM_UY_on" (only Unyielding sections)
" set_global_flag = SSM_SP_on" (only Supremacy sections)
Veno_Aug 28 Jul @ 2:26am 
Is there a way to fire the event manually (via console command) if you the mod it to a game already in progress?
偷鹤小队的未来文盲 10 Jun @ 11:34am 
Very impressive and luminous idea and I'd love to try then!!! You really wise
bi3rd0se  [author] 10 Jun @ 9:02am 
@ 偷鹤小队的未来文盲

i think i found a way (definitely not the best solution):

Example for Carrier Frigate + Destroyer:

In the file "00_utility_roles" scroll down to CARRIER COMPUTERS
replace the line(s):

ship_uses_carrier_role = yes

with:

OR = {
is_ship_size = frigate
is_ship_size = destroyer
ship_uses_carrier_role = yes
}


you can do this with all kinds of combat computer (e.g. swarm for battleships)
but it must be done with all carrier computers (basic, advanced, sapient ... )

In the File "00_ship_size" scroll down to "Frigate"
Add to the line "ship_roles": carrier (e.g. just next to explosive, dont forget a space)

Do the same for destroyers (or any other ship)

or you can use the "triggered_ship_roles" to lock the selection till you get the tech
HAM-JP 9 Jun @ 2:53am 
thx!
bi3rd0se  [author] 9 Jun @ 1:51am 
The first option (on) gives the possibility of Gunned or Armoured sections (requires supremacy or unyielding tradition).
The second option (off) locks Gunned and Armoured sections.
Normal additional sections (e.g. 3-PD corvette) remain available.

Option three gives the possibility of Armoured sections (Gunned sections remain locked).
Option four gives the possibility of Gunned sections (Armoured sections remain locked).
HAM-JP 8 Jun @ 5:21pm 
Thank you for the great mod.
What are the effects of each option in the 10-day event?
Thx and actually I was writing sth similar to yours but not quite perfect. I tried my best but failed to add the selective carrier combat computer on a frigate...
bi3rd0se  [author] 29 May @ 2:09am 
I'm not 100% sure, but it should work.
But I would recommend to load this (SSM) first and then NSC in the modlist. If you have tried it let me know if something does not work