Star Ruler 2

Star Ruler 2

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Subsystem Assortment
   
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Content: Subsystems
Type: Mod
File Size
Posted
Updated
74.635 KB
14 Apr, 2015 @ 3:32pm
22 May, 2016 @ 5:18pm
22 Change Notes ( view )

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Subsystem Assortment

In 1 collection by Darloth
Mechanical Bits and Pieces
9 items
Description
(This mod will probably no longer be added to - please see the upcoming Heralds version that will support the DLC)
An assortment of subsystems to provide variety and increase options. Suitable for all ages, comes in many delicious flavours.

Currently contains (lots more than will display on this tooltip, btw):
* Malleable field enclosure - Unlocked with shield tech, can be used to shield weapon mountings and other external cores. Slightly less tough than plate armor (and does not benefit from armor tech) but requires power.
* Support plasma bomb weapon - essentially a very short range torpedo, you'll probably need to use support ship behaviours to get this into range.
* Superstructure - for when you want a hex filled but not necessarily with heavy armour or expensive systems.
* Shield diffusers and capacitors - to adjust the balance of recharge rate or capacity, at a cost.
* Point defense arrays - very short range but very rapid fire railgun type weapons. Can't actually target missiles, but effective vs small support ships and shields.
* Reactive armor for supports - gets more expensive on small vessels and is possibly overpriced, but if your supports are dying this might help?
* Nova bomb - takes up most of a ship, only targets stars, and you lose the entire ship flying it into the sun, but oh what a big boom when the star pops.
* Intricate Design - if you need more hexes, you can have more hexes! It costs more labor though, and does NOT give you the extra protective capabilities of a titan.
* Emergency Repair Nanobots - Long cooldown, boosts repair per second (unaffected by being in combat) by a big chunk for 10+ seconds. Costs a little empire energy but not as much as emergency supplies, repairs are usually free after all.
* Rocket pods for support ships - because you really wanted to tank your supplies, right? Also includes general tweaks for rocket pod supply usage.

(Thumbnail is CC-By-3.0 by Lorc from game-icons.net until I have something more apt. You should check the site out, excellent icons!)
Popular Discussions View All (2)
3
22 Mar, 2015 @ 12:29pm
Future plans
Darloth
0
14 Mar, 2015 @ 7:12pm
License
Darloth
16 Comments
Darloth  [author] 22 May, 2016 @ 5:36pm 
Updated for version 2.0.0, not yet updated for Heralds tree.
Darloth  [author] 29 Apr, 2016 @ 7:09am 
Not yet. However, because you commented three of my things simultaneously, now I'm aware that there is a major new version that might require an update!

It might happen. I'm not guaranteeing anything, not with (*sideways glance, slightly hushed voice*) Stellaris releasing in just over a week, but I might have a look soon.
Darloth  [author] 9 Jun, 2015 @ 11:33pm 
Finally updated for new tech tree. I'm surprised nobody out of the silent majority complained, but if you were silently hoping for an update here it is. (I would have done it much earlier if anyone actually asked, though - just forgot about it for a while :) )
Darloth  [author] 17 Mar, 2015 @ 9:14am 
Bah - Keep forgetting to actually lock Nova Bombs behind a tech unlock hex. Oh well - until then, everyone can blow up stars from day 1, if they can afford the (high!) energy and money costs... Enjoy!
Dalo Lorn 15 Mar, 2015 @ 1:56am 
Heh, I had a funny bug once, too.

I was trying to make Crystalline Armor's energy and explosive resistances grow the denser it was. So, because it's supposed to be related to density, I get the bright idea of using the same mechanic that lets (or used to let) armor buff the HP of nearby hexes - with a subsystem stat.

Needless to say, the armor's introduction into ABEM was somewhat delayed because it had an 'unexpected' and gargantuan buff to its energy/explosive resistances. Which, due to the way the ChannelDamage effect was scripted, also meant that even the slightest nudge from a laser, missile, or flak cannon would instantly supercharge the ship's shields. The fact that it worked precisely as intended against railguns didn't immediately tip me off...
Darloth  [author] 14 Mar, 2015 @ 7:07pm 
Glad I tested before uploading the new version - almost had an amusing boolean inversion where -only- weak guns could pierce armour (instead of everything except them). That would have been funny, but also terrible :)
Dalo Lorn 14 Mar, 2015 @ 4:31am 
A custom effector would definitely be a part of it, but you'd have to write up a new damage script and edit ResistDamage or whatever the resistances are called in server/combat.as. If you don't do that, the effector would still be using existing damage scripts, which would in this case beat the point of making a custom effector in the first place.
Darloth  [author] 14 Mar, 2015 @ 4:24am 
Mmm, I might turn the DPS down a bit more, or see if I can make a custom effector for it that would ignore maximum damage resistance (but I doubt it since it's done at the armour side).
Dalo Lorn 13 Mar, 2015 @ 12:52pm 
Well, 'anything with damage resistance' can only shrug off a certain percentage of damage. 1/6th of the damage always gets through, if I remember the stats correctly.

A notable exception is ABEM's Powered Armor, which compensates for its 100% damage mitigation by having a fairly low damage resistance to mitigate it with.
Darloth  [author] 13 Mar, 2015 @ 12:46pm 
It's not that they're better against shields as such, it's that they (are supposed to) suck against anything with damage resistance - which tends to be most things. Since everything is equally effective against shields, they get to apply their full DPS against them and in that use are therefore better (assuming you're in range) than a railgun battery of equal size.

They're certainly meant to be better against targets smaller than themselves, ideally supports which can't mount ablative armour.

I'm aware many of the future plans are unknown or impossible, but that's half the fun! :) These modules I have at the moment are either low hanging fruit or stuff I thought was notably missing that fills an otherwise empty tactical role. A somewhat more achievable additional thing I thought of was an activatable repair unit for flagships, similar to the emergency resupply, with similar energy cost. I shall add it to the list...