Stellaris

Stellaris

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Additional nanite ships and spawns
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1.300 MB
23 May @ 9:34pm
15 Jun @ 9:29pm
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Additional nanite ships and spawns

Description
Update: The mod *should* now create full fleets as much as possible for each ship type. As before, please let me know if you have any issues!

Adds Interdictors and Motherships for both building and Nanite ship spawn events. This is my first mod. There may be issues with it. It almost certainly needs some work re: balance. Despite all that, it should cut down substantially on the swarmer spam.

Default ship spawns: 2S, 4S, 8S, 16S, 32S, 64S
Modded ship spawns: 2S, 4S, 8S, 2I, 4I, 1M
S = Swarmer, I = Interdictor, M= Mothership

Interdictors are 4 naval upkeep, Motherships 16.
Interdictors take 400 days to build and cost 5k nanites each if built.
Motherships take 1800 days to build and cost 50k nanites each if built.
All nanite ships have zero upkeep and no component cost.

The above assumes the planet deposit is on is large enough to maximize spawns. If you build only on deposits size 25 or larger, once the deposit finishes its doubling sequence it will only generate motherships.

If anyone notices any issues or has suggestions regarding balance, please feel free to comment.
57 Comments
Fr0st Byt3 19 Jun @ 7:23pm 
Can you update this so it just adds Mother ships and maybe a juggernaut and colossi
kurty  [author] 16 Jun @ 12:30pm 
@fournier.tegan Thanks!! Really happy to hear it's working for you!
fournier.tegan 16 Jun @ 11:50am 
LOVE this mode, Makes the world much less laggy, now i dont have thousands of the swarmers
kurty  [author] 15 Jun @ 10:00pm 
Mod updated to include auto-merge for spawned ships for each different ship type..
kurty  [author] 15 Jun @ 10:00pm 
@MasterBot Thanks for catching this, should be corrected now! Please let me know if you see any other issues!
MasterBot 10 Jun @ 11:00pm 
Error in common\global_ship_designs\stolenGray_ship_designs.txt: Ln: 210 Col: 2
}
^
Note: The error occurred at the end of the input stream.
Expecting: closing brace, statement or whitespace
Other error messages:
The clause opened at
("common\\global_ship_designs\\stolenGray_ship_designs.txt", Ln: 136, Col:
15) was not closed.
6thStrikeUnit 10 Jun @ 3:40am 
Thank you for your reply.
The patch is here.
https://steamproxy.net/sharedfiles/filedetails/?id=3260069007

Regarding the command_limit, I don't think it has much to do with fleet spawning.
When a fleet is generated, if the number of ships exceeds the command limit it will be automatically split, so to prevent a fleet from being generated automatically you can simply split the fleet in advance.
There is a risk of bugs occurring if the size of each ship exceeds the command limit, but if the size is around 64 there should generally be no problems in the latter half of the game.
kurty  [author] 9 Jun @ 6:29pm 
Update for those following. I've been working on getting the spawns to come out as grouped fleets. I *think* I'm close. If anyone is familiar with using "command_limit" or knows of any mods that actually use "command_limit" to determine the size of spawned fleets, please let me know. I'm hoping that's the last holdup.
kurty  [author] 9 Jun @ 6:25pm 
@6thStrikeUnit Good to meet you as well. And I'm open to the possibility but not well versed in these things. Keep me posted?
kurty  [author] 9 Jun @ 6:25pm 
@Kraddus Yikes, thanks for catching that! I've updated the mod accordingly.