Stellaris

Stellaris

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Capture Ships
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26 Jun, 2022 @ 1:13pm
12 Sep @ 6:36pm
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Capture Ships

Description
This mod adds a mechanic by which warships can be disabled in combat rather than destroyed.

How does this work?
When a ship is disabled, both the original owner and the empire that disabled it will gain a special project to recover the ship with a Constructor within 720 days; whoever completes it first gets the ship. If neither does so in time, the ship will be destroyed.

Can I control which ships will be disabled?
No, there is no mechanic to change the likelihood that a particular ship will be disabled rather than destroyed.

Will I be notified whenever a ship is disabled?
You will only be notified if a large ship (i.e. not a Corvette or Destroyer) is disabled. All disabled ships will be added to your Situation Log regardless.

Will I be notified whenever the enemy captures one of my disabled ships?
Again, only if it's larger than a Corvette or Destroyer.

Can I prevent the enemy from capturing my disabled ships?
If you have the Enigmatic Engineering ascension perk, enemies will not be able to capture your disabled vessels. Other than that, no, there is no mechanic to scuttle them -- you must either recover it for yourself first, or destroy any enemy Constructors that approach it.

Does the AI actually use this?
Yes, I've seen the AI add captured Marauder Galleons to their fleets. It's usually just a question of whether they can get a Constructor there in time.

What types of ships can be disabled?
Vanilla:
- Corvettes
- Frigates
- Destroyers
- Cruisers
- Battleships
- Titans
- Juggernauts
- Colossi
- Star-Eaters
- Pirate/Marauder Raiders
- Pirate/Marauder Frigates
- Pirate/Marauder Cruisers
- Pirate/Marauder Galleons
- Fallen Empire Escorts
- Fallen Empire Battlecruisers
- Fallen Empire Titans
- Caravaneer Destroyers
- Caravaneer Cruisers
NSC2:
- Strike Cruisers
- Escort Carriers
- Battlecruisers
- Carriers
- Dreadnoughts
- Flagships
- Exploration Cruisers
ACG:
- Carriers
- Dreadnoughts
- Supercarriers

Is this save-game compatible?
Adding it to an existing save works fine. Removing it from an existing save will probably break the special projects but otherwise should work fine.

Where should this go in the load order?
This mod doesn't overwrite anything, so any order is fine.

Do you plan to add <feature>?
This mod is still in development. Please leave feedback and suggestions in the comments!
101 Comments
microsausage 21 Sep @ 10:59pm 
Awesome mod, well implemented.
I do notice the AI doesnt always decide to repair ships - Ive seen allied construction ships sit nearby and do nothing sometimes. Cant fix dumb AI I guess?
Cryptid 7 Aug @ 3:24pm 
@mzilli check your messages
mzilli  [author] 2 Aug @ 2:28pm 
@Cryptid Awesome, thanks! Send it over and I'll be sure to give you credit.

@talesofwill The way it works is that every time a fleet enters a system, a small number of its ships (up to ten) are flagged as "will be disabled if destroyed". If a fleet battle then occurs in that system, and any of those ships his 0 hitpoints, they are disabled. If the flagged ships are not destroyed, the flags are reset once they leave the system.

Since the flags are handed out randomly, and not all ships will actually be lost in battle, it's unlikely you'll see more than a handful actually disabled in any given battle, even in the late game. I'm open to increasing this rate but I don't want to clutter up the UI and cause lag.
talesofwill 30 Jul @ 9:12pm 
What is the rate for disabling enemy ships because none ever seem to be disabled?
Cryptid 27 Jul @ 3:27pm 
@mzilli I've made this compatible with Star Wars New Dawn, and If you don't mind I can put it on the workshop or send my copy for you to post it.
The Erubian Warlord 15 May @ 3:10am 
will this work with 3.12 too?
mzilli  [author] 20 Apr @ 12:39pm 
@Uberknight72 It's fully compatible with 3.11!
Uberknight72 20 Apr @ 11:35am 
Update?
tzverg 25 Nov, 2023 @ 4:18am 
did you can add compatibility with CSS modification?