Stellaris

Stellaris

Special Ships : Shipbuilding Focus
137 Comments
karokaro3 23 Sep @ 5:44am 
After the Lyra update, this mod no longer crashes in my mod environment. I wonder what changed since the mod hasn't been updated... But it still works, so that's fine!
FungusCoffee 5 Sep @ 4:03am 
이게없어서 게임이 재미가 없어요 살려주세요
danial0618 4 Sep @ 9:04pm 
30년대에 들어가면 모드가 튕깁니다
Doviena 30 Aug @ 10:34pm 
Spent ages trying to figure out what was causing my crashes. As stated by others, remove this and crashes stopped. Which is too bad,as this is a really cool mod
Anton Rabe 30 Aug @ 1:27pm 
yeah mod is cool but crash game(
ThomyT 29 Aug @ 9:55am 
@Deiwos It is caused by a wrong Load Order. If you are able to see the reactor selection but cant pick one then you have fixed your load order and need to start a new game

If this error occurs once during your play through you cant revert it and need to start a new one
ThomyT 29 Aug @ 9:51am 
@karokaro3 I get the same thing, even with no other mod beside this one installed

[gamestate.cpp:8233]: Invalid Owner for new ship with design
karokaro3 28 Aug @ 5:45am 
This MOD appears to cause crashes at specific points when enabled in version 4.0.22 or later.
This occurs even when no other MODs are enabled besides this one.
[gamestate.cpp:8233]: Invalid Owner for new ship with design (4294967295)
슈팅스타 27 Aug @ 9:52pm 
별갤에 이 모드가 게임을 튕기게 만든다는 보고가 있습니다.
Anton Rabe 25 Aug @ 3:45am 
Man i love this mod
It jsut best
kevinwu123 16 Aug @ 10:04am 
Can you speed up repair ship plz~
I’m so love it but it too slow ~

And I also recommend to exchange small ship jagger and armored ship “ H”.cos make a cruiser use 1 XL weapon and destroyer to disrupt enemy is more reasonable think.

I love you mod,thx for all your work!
Deiwos 10 Aug @ 12:07am 
When I go to create a design for one of the special ships, they don't seem to have a reactor slot at all in the UI so I can't actually make any of them.
The Doom Slayer 8 Aug @ 5:24am 
nor do i have radars
The Doom Slayer 8 Aug @ 5:22am 
my ships [from this mod] dont generate ship ai or cloaking so i cant build them please fix
G4R5vb5r3H 5 Aug @ 5:36am 
It's a very good mod, but I wanted to ask something: is the lack of cloaking components intentional? Because as far as I can tell, the ships from this mod only accept Dark Matter / Psionic Cloaking modules, even if the ship class they are ostensibly of a size with are compatible with lower-tier cloaking. Many ships are Size 2 that - by following Vanilla rules - are compatible with Level 2 cloaking, and others are Size 4 that should accept Level 3 Cloaking.
Anton Rabe 4 Aug @ 3:53am 
Thanks you for your mod!
MyresMkG 28 Jul @ 8:04am 
@victoriousdread07 (private)
Not a bug. They just need a compatibility patch.
victoriousdread07 (private) 27 Jul @ 3:24am 
slight bug maybe. these ships don't seem to use any generators added by mods. specifically the Halo: Forerunners added generator if you wish to see for yourself.
greatswizard 14 Jul @ 3:34am 
seems as thought, in more recent versions. the marine juggernaught, has it's design thrown out of wack. (I admit, it may be a bug on my part)
in the design window, it does not have acess to a ship reactor.
Callipygian Apricot 12 Jul @ 4:06am 
I'll make a crude patch to remove the main two offenders, but some of these problems seem pretty vexing to fix given the AI's temperament. Ultimately the fact that one landing ship in a fleet can entirely erase the AI's interest in building armies can be crippling (and, to be quite honest, I'm not sure I understand the vision behind landing ships since they're just an extra expensive army transport). In any event, I'm not sure any empire particularly wants to have more than 2 specializations anyways, there's not really any pros thematically or practically set against a parade of possible misfortunes. I'm not sure how much of this can be resolved with fleet templates since the accessibility of these ships is inherently unstandardized. But that's just my stream of consciousness, I just wanted to let you know. Cheers, and thanks for all your hard work!
Callipygian Apricot 12 Jul @ 4:04am 
-Sometimes in wacky cases where webifiers are the only surviving ships, they can pin a small number of enemy ships while staying out of range - leading to infinite stalemate.
-The presence of landing ships seems to reassure the AI during a war that is has no use for armies, which sometimes means one landing ship repeatedly launching 1 marine army onto a defended planet hopelessly - infinitely stalling the war.
Callipygian Apricot 12 Jul @ 4:04am 
Absolutely glorious mod, I adore the erudition behind it. But it does pretty aggressively hamstring the AI. From what I've seen:
-AI accesses too many focuses concurrently and ends up with wacky fleets composed of a handful of vessels across 12+ different ship types, erasing individual military identity/specialization (+ its tactically incoherent).
-Sometimes the AI decides to make a fleet ~90% out of support ships, like webifiers or landing ships, leading to hilariously impotent navies. If these wet-noodle fleets meet the battle is doomed to become an endless mating ritual dance, as neither side can damage the other nor compel them to retreat - infinitely stalling the war.
Patchouli knowledge 10 Jul @ 12:29am 
@BaboFantasy
Oh! My bad ! Thank you for the reply!
焱淼 9 Jul @ 10:04pm 
@BaBoFantasy Thanks!

It seems I understand that "Hallucination" (NONE / NONE) is the specific implementation of the "Hallucinator" (M4P1 / M10A2) mechanism.I initially thought "Hallucination" (NONE / NONE) was also an independent ship configuration.
谢谢!我似乎理解了,"Hallucination"(NONE / NONE)是"Hallucinator"(M4P1 / M10A2)机制的具体实现。我还以为"Hallucination"(NONE / NONE)也是一套独立的舰船配置。
BaBoFantasy  [author] 9 Jul @ 9:26pm 
@焱淼
When entering combat, Hallucinator ship generates hallucinations.
These hallucinations have high targeting priority, drawing enemy fire and absorbing damage.
They disappear after a short duration and cannot be directly controlled.
https://forum.paradoxplaza.com/forum/threads/mod-special-ships-shipbuilding-focus-mod-description-and-ship-introductions.1760854/
焱淼 9 Jul @ 8:22pm 
Did I misread it? I couldn't locate the battleship named "Hallucination" (NONE / NONE).
Additionally, based on the description, I initially thought that "Hallucinator" (M4P1 / M10A2) was designed to enhance focused fire efficiency (similar to Deep Space Sky Fortress).

是我看错了么?我找不到"Hallucination"(NONE / NONE)这艘战舰。
此外,看描述我还以为"Hallucinator"(M4P1 / M10A2)是(类似深空擎天堡)增加集火效率的呢。
焱淼 9 Jul @ 7:32pm 
Got it, my bad. Thanks for the reply!
BaBoFantasy  [author] 9 Jul @ 7:22pm 
@Patchouli knowledge
Place NSC below this mod in the load order. That should prevent any issues.

@焱淼
It's definitely possible. In fact, when I first created this mod, that's how it worked. However, many users were confused because the edicts weren't visible even though the mod was enabled. That's why I changed it to the current system.
焱淼 9 Jul @ 6:50pm 
Can we hide the "edict" at the start of the game and only show it after the relevant tech is unlocked?
TY 9 Jul @ 4:00am 
Sounds good, mind sharing your ID?
BaBoFantasy  [author] 9 Jul @ 3:15am 
@TY
Of course! You’re also welcome to contact me on Discord. :steamhappy:
焱淼 8 Jul @ 9:07pm 
Wow~
TY 8 Jul @ 2:50am 
This mod is very creative! Can I get your help for a ship mod?
Doviena 1 Jul @ 10:26pm 
@Captain Bart This mod is probably balanced against Vanilla, not mods like Gigas. Gigas is great, but not everyone uses it. If you are that concerned about it, create a sub-mod, don't expect a mod author that is already doing awesome shit for free to cater to you.
Captain Bart 1 Jul @ 2:42pm 
@BaBpFantasy Giga's allows you to do some truly cursed stuff, currently I am trying to construct as much planetcrafts and Attack moon's to whipe a FE that jumped my ally, and I was thinking that I'm moving whole planets, yet I can't get another Mobile fortress.
eqN 30 Jun @ 6:36pm 
Wow that is so fantastic to hear. This mod is truly incredible. Thank you!
BaBoFantasy  [author] 30 Jun @ 6:24pm 
@eqN
Absolutely! Randomly generated empires are also assigned one or more shipbuilding focuses. It's not entirely random - it's a weighted selection based on factors like the empire's weapon preferences and ethics. For consistency, the focus usually doesn't change once it's set, but in some cases, an empire might start with a small-ship focus early in the game and switch to another focus as they unlock new technologies. The trait is not mandatory and serves more as a secondary option!
BaBoFantasy  [author] 30 Jun @ 6:17pm 
@Captain Bart
To me, it actually seems even stranger that you can so 'easily' turn moons or planets into starships...
eqN 30 Jun @ 6:12pm 
Hello! When I randomly generate empires does this mod make sure all of them has one of the new traitss somehow? I really like to have all randomized enemy empires rather than making a bunch of pre-set ones. I even use a mod to make sure I have none of the vanilla pre-set empires. Hoping random empires will also get a random trait for their ship type!
Captain Bart 30 Jun @ 9:05am 
Quick question will there be ever an option to remove the ship limits? It feels kinda wierd to be easliy able to convert moons and planets into starships yet be unable to make more fortreses or nova cannons.
greatswizard 23 Jun @ 12:31pm 
yup, works now. thanks.
BaBoFantasy  [author] 23 Jun @ 10:44am 
@greatswizard
Ah, it looks like that issue was caused by a mistake on my side. Thanks to you, I was able to identify the cause, and it should be fixed now. I really appreciate you letting me know — and I'd be even more grateful if you could cross-check it for me. :steamhappy:
greatswizard 23 Jun @ 10:27am 
been having a bit of trouble, i'm running with the Powerful & Realistic Orbital Bombardments mod, and it seems as though it's making the marine ships broken (they no longer deploy units when bombarding planets)
I suspect it may be because this mod rewrites the agressive bombardment stance as well as giving a custom bombardment stance.
just thought I'd warn anyone using other mods that add in new bombardment stances.
kequilla 23 Jun @ 7:21am 
Understandable regarding bioships. If I may offer some ideas, bioships can follow different paradigms. Parasitism, predation, symbiosis, miasma to name a few applicable doctrine headlines. Parasitism is a more direct compare to marine, predation to large ships(Possibly even ones that borrow the cuthuloids devour weapon), while symbiosis leans more into the support weapons available to weavers; Whereas miasma goes the debuff route. Support weapon availability on more ship classes for those last two would be my preference, but I also know their ai is a bit wonky.

Nanoswarm and space fauna navies though? The nanoswarm has the swarmer and the interdictor, so there is a lot of room to expand. Space fauna are the opposite with a lot of different ships already.
Rodя 23 Jun @ 4:52am 
@BaBoFantasy Are you planning any other types of ships? I really miss ships with torpedoes and air defense without unnecessary S and M modules
BaBoFantasy  [author] 22 Jun @ 11:16pm 
@kequilla
There's no support for bioships yet. It's a very new system, and since vanilla bioships already have their own roles assigned, I'm still thinking about how to naturally expand on them.
BaBoFantasy  [author] 22 Jun @ 11:15pm 
@PubEYE
간단히 알려준 것에 대해 기합스럽게 감사드릴 수 있는지 여쭙는 것에 대해 보고드리는 것에 대해 말씀드려도 괜찮겠습니까!
PubEYE 22 Jun @ 5:11am 
강습선 계열을 전쟁 중인 적 제국 다이슨 위성군 위에 주차했더니 해병대가 항성에 상륙 시도하는 기합찬 버그가 있는 것 같아요. 좌측 상단에 침공 알림이 떠 있는데 지워지질 않네요. 해병-지능에 대한 고증인가요?
kequilla 21 Jun @ 8:49pm 
Is there support for bioships, nanite ships, and space fauna navies?
ケイデンス 18 Jun @ 8:47am 
Thank you! I love this mod