Stellaris

Stellaris

Ancient Dreadnought and Improved Titan
141 Comments
Prolbo  [author] 5 Jul @ 3:11am 
Yes it works
Kaga the キツネ 4 Jul @ 12:43am 
Does it work on 4.0?
Prolbo  [author] 31 Jan @ 6:01am 
Paradox Titan slightly different entity...
but I'll look what can be done / if something should be done to those.
new user 30 Jan @ 6:59am 
It seems that the paradox Titan has not been enhanced
iGlowb 7 Jan @ 12:21am 
How to lift the quantity limit? Where do I need to modify? I need this feature, please
Prolbo  [author] 27 Nov, 2024 @ 8:05am 
You can roll research with very low chance. Or get it from beating the Dreadnought.

AI has even lower chances to roll this research and may ignore it completely.

It has buffs. Just not instantly.
Guzzle 27 Nov, 2024 @ 2:11am 
Another Thing to mention, the original Dreadnought has a lot of buffs, even the one owned by the player, for example, there is a 300% shield hit point buff named "Dreadnought"(it is not as powerful as the leviathan version). The modded version does not seem have these buffs.
Guzzle 26 Nov, 2024 @ 10:50pm 
@Prolbo thanks for the reply, I just have a few more questions:
1. Do I have to first beat the Dreadnought to unlock research?
2. Will AI be able to research and build the Dreadnought?
All I want is to make the Dreadnought usable in combat. Currently, it always heads to the front of the entire fleet, gets targeted by all enemy ships, and then gets destroyed. At the same time I want to keep it as a unique flagship, and the only way to obtain it is to beat the Dreadnought Leviathan and fix it. if everyone can build it, it somehow isn't that special for me. It would be so great if there is a simple version of this mod that only keeps the "Improved Dreadnought part." Making the Dreadnought more challenging to defeat and more powerful in the player's hands after fixing it.
Prolbo  [author] 25 Nov, 2024 @ 11:52pm 
@Guzzle yes, it is possible to modify file "!!_ship_of_size_limits_plr" located in folder "steam/steamapps/workshop/content/281990/1893193650/common/country_limits/ship_of_size_limits".
You need to remove or comment strings "max" and "naval_cap...", it should limit number of Dreadnoughts to 1.
Guzzle 25 Nov, 2024 @ 9:03pm 
Just Like how empires can only have one Juggernaut
Guzzle 25 Nov, 2024 @ 9:01pm 
Is there a way to limit the amount of Dreadnoughts an empire can have to one? I want to keep the uniqueness of Dreadnought, making it my Flagship.
Prolbo  [author] 19 Nov, 2024 @ 2:10am 
This mod should be safe to add at any moment.

About Admiral dying... As far as I know, when any ship in fleet is destroyed there is some chance that Admiral will die. Also the bigger the ship the higher chance to die (simply higher or it's redistribution?). Or something like that. So... I'm actually unsure.
Seraph 18 Nov, 2024 @ 11:39am 
a little question, I wanted to try a knife fight build for my dreadnought to change from the usual long range stuff, but then I remembered admiral dies if their ship dies, so if I have both a titan and a dreadnaught on which ship does the admiral reside?

Also I talked about this awsome mod to a friend and he's super interested, but he has a campaign going, is it safe for him to add this mod mid game ?
Dekent 30 Oct, 2024 @ 3:37pm 
That's what I meant, thank you
Prolbo  [author] 30 Oct, 2024 @ 11:38am 
О_о

The one you can get from killing Liviathan? Im not sure. Those which you build yourself - they are proper fleet ships.
Dekent 30 Oct, 2024 @ 10:16am 
Are these dreadnoughts able to join fleets or are they event ships and solo?
Prolbo  [author] 30 Oct, 2024 @ 8:24am 
Once again PDX showed unparalleled forethought and implemented amazing mechanic of ship design assembly right in the main menu. From place where most country checks do not work and, surprise-surprise, country checks do not work for tech-locked modules! and game can not assebly valid ship design right in the main menu! Who can even tought about that, huh?
Crash 30 Oct, 2024 @ 5:20am 
无法正常使用,请更新,谢谢
Mr A 7 Oct, 2024 @ 5:17am 
Very nice work on the mod. Just a couple of feedback points that I hope are constructive. The mod opens up a lot of options for customisation. Which is good. However, there are a few points where there is almost too much in the way of options. A few of the modules seem so similar as to be somewhat redundant. Choice is good but so is making the player compromise a bit. Secondly, there can be a tendency to go 'uber' in mods. For example, the 3 x titan weapon slot module seems a bit excessive. 2 is more than enough surely.

Finally, after talking about restriction & moderation, if there was anything missing from the dreadnought modules Id suggest an artillery core module. Simply 6 large weapon slots. That seems an oversight given the vast array of other module options. And finally, you have a dedicated carrier bow slot, a 4 fighter/4 picket core module would be nice if you wanted to go down the heavy carrier route.

Once again, very nice work overall.
Prolbo  [author] 20 Sep, 2024 @ 10:56pm 
Will be.

Though, I didn't see any reason why it wouldn't work without update.
Swaze21 20 Sep, 2024 @ 3:22pm 
Will this mod be updated?
Prolbo  [author] 6 Aug, 2024 @ 8:15am 
@ArchAngel cause I was yang and new to modding, I wasnt sure how to avoid conflicts with other mods and made it so. Later, when I got more expirience, Ive got the idea how I should format and mark my content. It was simple revision. I just didnt get the idea how integrated it became.
ArchAngel 4 Aug, 2024 @ 8:14pm 
Hey, just wondering why you've changed the dreadnought from dreadnought_a to dreadnought_plr in the game files? Pretty sure this is the reason it doesn't work with ESC NEXT.
Prolbo  [author] 28 Jul, 2024 @ 11:47am 
@MrColossus yes it works with ACOT perfectly fine
MrColossus 28 Jul, 2024 @ 10:58am 
Considering ACoT (Ancient Cache of Technologies override specifically) changes the Ancient Dreadnought, is it compatible with the mod?
StarDruid 6 Jul, 2024 @ 10:05am 
Damn Sorry, end up post my question in the wrong mods comments. Was meant for ESC NEXT and wrote it in the wrong tab of my browser.
Prolbo  [author] 5 Jul, 2024 @ 11:53pm 
@DripChecker1991 can you elaborate on what exatly is incompatibile? I just launched game with The ZOFE oN, and everything loooks fine. It seems like all gunzzz are equippable and work as intended.
DripChecker1991 5 Jul, 2024 @ 3:28pm 
Are you at any point looking to add ZoFE compatibility? I love using the Dreadnought so if in any way a compatibility was made that would be unbelievably awesome to keep the dreadnought up to snuff.
Prolbo  [author] 16 Jun, 2024 @ 4:48am 
@Decimus Magnus which shipset? What mods you are using?
Decimus Magnus 15 Jun, 2024 @ 11:09pm 
I'm having an issue with the entire Dreadnought model being invisible, leaving only floating weapon systems visible. I wasn't having this issue a week ago or so.
Xochi 5 Jun, 2024 @ 9:05pm 
Hey, Mr. Author, Prolbo, I was wondering if you could look up a bit of a quirk between two mods, you dont need to, and I'm not demanding anything, but it'd be cool if you did, because this mod used to work perfectly with "Extra Ship Components NEXT" the Dreadnought was able to get every new component and weapon from that mod, till this recent DLC, where, I dont know which mod changed, but now the Dreadnought isnt able to equip the modded energy slots, and only that, everything else it can be equipped.
asmallauthor1996 10 May, 2024 @ 12:29pm 
It always did bug me that you couldn't customize the Automated Dreadnought after restoring it to near-full functionality. Or that you couldn't reverse-engineer whatever gadgets are on board for your own use. The Curator Order outright mentions that the A.D. is over 7 million years old by the time you find it with sophisticated auto-repair systems still functioning eons later. I love your mod and it's been a staple since I found it, but it just seems like there could've been more done with A.D. in the base game.
Prolbo  [author] 8 May, 2024 @ 11:33am 
May 10, refactor update incoming. "Nano Repair" override goes down. Limit for number of Dreadnoughts you can have will be reintroduced. Maybe I'll add living metal armour, but not sure yet.
John Mecc 1 Feb, 2024 @ 7:07am 
Hey Prolbo, I really enjoy your mod, but there's one aspect I'm not a big fan of – the "Improved Titan" part. I was thinking, it would be awesome if you could create a separate mod solely dedicated to enhancing the Ancient Dreadnought. Perhaps, limit it to only one being active at a time, and if it gets destroyed, there's an option to rebuild it.

Keep up the excellent work on the mod! And if you're still actively developing it, consider my suggestion – I believe it could add a unique touch to the gaming experience. Looking forward to seeing more improvements!

:sf3_warrior:
Daekside 11 Oct, 2023 @ 11:34pm 
Oh, sorry, I just found out that is the conflict between the mod
Prolbo  [author] 11 Oct, 2023 @ 12:30pm 
Well... After several tests with ACOT, I can conclude following: when games doesnt CtD it runs perfectly fine and there is no issues with my mod. You research technology, you recive sections or other claimed bonuses. Nothing vanish with no reason.
Daekside 11 Oct, 2023 @ 4:43am 
If one of your "technologies" is researched and completed, the "technology" is not visible in the "Ship Design" menu.
Prolbo  [author] 8 Oct, 2023 @ 12:19am 
@Daekside
Im not sure what is C slot but I can guess its some kind of custom wepon slot added by ACOT. If that is true then sorry, no C slot for you on my parts. Its just too much work.
On the other hand issue with missing ship parts conserns me much more if Im reading it right. What exactly is missing? Living metal? Core parts? Sections? Cause I dint have this issue somehow..
Daekside 7 Oct, 2023 @ 11:15pm 
Sorry, I may not be able to locate slot C. Where is it?
In addition, most technologies, even if they are developed, cannot be seen in the "ship design".
I did use acot and I'm not sure if acot overwrites them?
Prolbo  [author] 28 Sep, 2023 @ 6:38am 
@†MLS† KIRINAS ';,†,;' ;,,; it's basically ship parts mod, I can't see any reason why they would interfere. Except, Dreadnought, likely wouldnt recive new combat computers.
†MLS† KIRINAS ';,†,;' ;,,; 28 Sep, 2023 @ 3:03am 
So... how this might work with Better Ship Behaviors ?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2914220019
Prolbo  [author] 22 May, 2023 @ 11:17pm 
Nothing stops you from using it with ZOFE cause there is no significant intersections. It must e compatible.
Once upon a time I considered using RS: scale, but decided to not to. It touches to many things for my liking and can mess with other more important mods I may use. So I decided to not bother with adjustments.
Sqarten118 22 May, 2023 @ 5:12pm 
I see you have real space and ZOFE in your must have list, that wouldn't happen to mean this mod is compatible with those is it (including real space sub mods in particular ships in scaling)??
Prolbo  [author] 16 May, 2023 @ 4:05am 
Oh, wow. I forgot. Anyway, it must work with 3.8 cause nothing in update touched associated files.
I'll update version numbers on holidays.
Kaga the キツネ 15 May, 2023 @ 4:38pm 
Can it work in 3.8?
Oss|Suncrusher 17 Apr, 2023 @ 11:39pm 
@Prolbo Thanks for all the hard work!!:steamthumbsup:
ZacharyBuilder 21 Mar, 2023 @ 11:11pm 
Thanks 10 hours of his life.
Prolbo  [author] 20 Mar, 2023 @ 8:59am 
welp, here anothr 10 hours of my life. Updated.
ZacharyBuilder 17 Mar, 2023 @ 2:13pm 
update to 3.7?
Prolbo  [author] 11 Jan, 2023 @ 6:00am 
@vincent_calgari as far as I know it should be.