Stellaris

Stellaris

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Big Ships Only [No Corvettes, No Destroyers, No Frigates]
   
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15 Apr @ 2:03am
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Big Ships Only [No Corvettes, No Destroyers, No Frigates]

In 1 collection by Xenoerates Xanthopoulos
STELLARIS LAG BUSTER
10 items
Description
Although pops are given their fair share of hate for causing increasing lag later in the game, another thing that causes lag is fleets. Specifically late game, where the number of ships under your control can range in the thousands.

This mod aims to improve that. With this mod, you (and the AI) start with the cruiser technology and shouldn't be able to unlock the corvette or destroyer technology. Additionally, the AI cannot unlock torpedos, disabling them from using frigates as well (the player can unlock them however if they wish). With less ships running around the map, it will make late game lag easier to deal with.


Things you DON'T get:
> Corvettes
> Destroyers [Unless Fiefdom Bulwark]
> AI Frigates


Hope this helps reduce lag and suggestions welcome.

P.s. This mod affects the code for cruiser, destroyer, corvette, and torpedo technologies. If there's another mod that affects those it could conflict with this mod. It also slightly affects the first contact origins so they get cruisers as a starting research tech.
7 Comments
Parciwel 10 Jun @ 11:31am 
I'm not sure about the hinderence of AI to use torpedos at all, since torped cruisers would be the only counter to large ships now. As someone already said, locking the friggate instead of locking torpedos in general would be better (I am going off the description, idk if you already changed that)
kirbcake 30 May @ 3:01am 
Fantastic mod, the swarms of billions of corvettes really were a huge source of lag. Also not very interesting to look at tbh, in comparison to the larger ship types. So hard to see.

Although, it'd be really nice to have the option of reincluding destroyers(or an alternate mod entirely). Without corvettes they actually have a possibility to be in the spotlight for once.
SimonSchlachtmann 15 May @ 1:33pm 
I don't know if you did anything with the torp tech but it still appears in my game to be unlocked via the tech
Xenoerates Xanthopoulos  [author] 22 Apr @ 4:26am 
Thanks for the suggestions Dragatus.
I'm not sure about the PD cruiser section but I do like the idea.

The frigate idea is a good one. I didn't realize you could remove them like that and I'll try to implement something like that in a new update.
Dragatus 20 Apr @ 11:08pm 
Instead of editing the torpedo tech, you could also edit the frigate entry in .../common/ship_sizes/00_ship_sizes.txt and add:

potential = { always = no }

Also, instead of editing the 00_ship_sizes.txt file it's better to create a new file that contains only the frigate entry and has a name that doesn't start with 00. That way the file should be loaded after the vanilla file and your frigate entry should override the vanilla one.

That would prevent torpedoes from being a battleship killing superweapon exclusive to human players.
Dragatus 20 Apr @ 10:55pm 
This makes torpedoes extremely strong, since the only PD sections left in the game are the carrier cores for cruisers and battleships and the AI will normally use those only if it has strike craft as favored weapons. Even then you only get 0.5 of a PD slot per point of naval cap used, compared to 2 PD per point of naval cap used that you'd get from a PD destroyer.

A way to solve this issue would be new PD focused sections for cruisers. Make a copy of the torpedo bow and swap the G slot for an M slot and the S slots for P slots. And then you can also add a cruiser stern with 2 P slots.
Story Enthusiast 20 Apr @ 6:00pm 
Wait this actually sounds based?