Stellaris

Stellaris

127 ratings
Smarter Ship Design [3.12]
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
310.932 KB
12 May, 2020 @ 1:48pm
17 May @ 4:42am
19 Change Notes ( view )

Subscribe to download
Smarter Ship Design [3.12]

In 1 collection by Dragatus
Dragatus' Vanilla-ish Mods
7 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.

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]
94 Comments
Dragatus  [author] 13 Jul @ 5:07pm 
The logic is based only on preferred weapon type, which the mercs do seem to already have (kinetics), so giving them a full personality wouldn't achieve anything new.
Dunraven 13 Jul @ 2:29pm 
Cool, thank you! Not asking you to, but wondering if you've messed around with applying a personality to Mercs as a way of invoking all of the logic you have here. As far as I can tell, this should be possible - which country types can get which personalities is gated on the personality side, not the country type side. No trouble if you haven't, just don't want to chase after it if you've tried it and it doesn't work.
Dragatus  [author] 16 Jun @ 5:11am 
It does help them a bit. They'll still mostly use kinetics, but will mix in a small amount of plasma.
Dunraven 15 Jun @ 10:28pm 
Does this mod help Mercenary Enclaves build better ships? They don't have personalities, as far as I can tell, so I'm not sure how the preferred weapon checks will interact with their decision making.
Dragatus  [author] 21 May @ 1:47am 
It helps to reduce the number of ships in the late game, which should help to reduce lag. If the AI builds 1 cruiser instead of 4 corvettes or 1 battleship instead of 4 destroyers that's 75% fewer ships that the game needs to keep track off. In the late game it can really add up.

Beyond that, big ships are still just better than small ones, so long as the enemy isn't bringing too many torpedoes to the fight. A cruiser is going to wreck 4 corvettes and a battleship is going to do the same to 4 destroyers.

The new Picket Ship Stern for cruisers was added to prevent player exploiting the new behavior by going full torpedo on the AI. It should provide some defense against torpedoes without making strike craft and missiles entirely useless.
Synge 20 May @ 10:59am 
I'm curious why you stop the AI from building corvettes and destroyers later on. Does it do much to help them?
Dragatus  [author] 17 May @ 4:46am 
v2.2
- After researching Destroyers technology the AI will stop building corvettes.
- After researching Cruisers technology the AI will stop building frigates.
- After researching Battleships technology the AI will stop building destroyers.
- After researching Battleships technology the AI will favor using P slots on smaller ships even if PD weapons are not the most advanced weapons available.
- Added new Picket Stern for cruisers.
- If AI has the Armored in Firepower ascension perk, it will continue to build destroyers even after researching Battleships technology.
- Armored in Firepower requirements changed from 1 other perk and Battleships technology to 2 other perks and Cruisers technology.
- AI is less likely to take Armored in Firepower.
- Fixed missing AI tags on weapons and ship sections. Ship designer will now recognize the various stealth roles.
Dragatus  [author] 21 Mar @ 10:10pm 
Thank you for the heads up. I'll look into it for the next update.
Big Sneezy 18 Mar @ 8:15pm 
Doing some mod merging - it looks like this mod doesn't have ai tags for stealth ships. For example, MEDIUM_AUTOCANNON_1:

ai_tags = {
weapon_role_anti_shield
brawler
}

The base game with the stealth expansion also has the tab brawler_stealth. Several other weapons, but not all, should have this tag too.
LobsterBox 23 May, 2023 @ 10:20am 
Fair enough, I would probably do the same