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Choatic Neutral

First Lieutenant
5 Badges
Nov 25, 2011
292
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  • Crusader Kings II
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This mod adds a new class of ships to the game: Dreadnoughts.

With 3 times the weaponry of normal Battleships, and enough internal volume to carry ALL fleet support equipment at the same time, these behemoths make for the perfect flagship for any star-nation.

Built with the same technologies and shipyards needed for Battleships, Dreadnoughts are vastly more expensive, only the wealthiest can afford them

More ship classes will be added in future updates (if I get around to making them).

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I was disappointed at the lack of ship types and customization in Stellaris, so I decided to add more. This is just a quick little mod, so it uses default Battleship graphics, though scaled up 30%.

Ideas for future updates:

0.2: Battlecruisers - All the firepower of a Battleship, but with the speed (and durability) of a cruiser!

0.3: Destroyer Escort - An ant that can fight among giants! By ripping out most of engines of a destroyer, maybe they'll get enough armor and firepower, and be cheap enough, to actually be useful in a capital ship fight.

0.4: Frigates - The maneuverability of corvettes, but in a platform that can actually carry enough equipment to be useful! Watch out destroyers.

0.5: Balance - I'm sure I could actually balance things once I get feedback and I'm not just eyeballing it.

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I uploaded this to the workshop, but for some reason the workshop is stuck as 'hidden', with no button to change it, so I can't release it to the public there. So I'm putting it here.
 

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  • Shipmod.zip
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There is a mod made by CaptainX3 that gives you carriers.
Forum link: [MOD] New Ship Class: Carrier
Steam Workshop

But the current game system doesn't handle carriers well. Despite that CaptainX3 increased the range of striker crafts, they still just fly around the carrier.

We fixed strike craft in ERM - you need to change there behaviour or they will never go further than 15 units from the carrier, we changed that on bombers and viola they are fixed.
 
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We fixed strike craft in ERM - you need to change there behaviour or they will never go further than 15 units from the carrier, we changed that on bombers and viola they are fixed.
That's great. Can't wait to try your mod.

I find these lines in the file:
Code:
preferred_attack_range = 4.0
formation_distance = 5
return_to_formation_distance = 15

Could you please tell me are those all it takes to change strike crafts' behaviour? And what are the numbers in your mod?
 
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Back in the day corvettes, frigates and destroyers were very different ships with very different roles. Today corvettes, frigates and destroyers can do each others jobs relatively well - based on size, but any ship big enough to carry torpedoes and/or missiles can sink another warship. I did find it a little odd that we 'got rid of' the frigate, reintroduced the corvette, then jumped to destroyers, cruisers and battleships in Stellaris. I was thinking of some form of 'logical' progression: corvette > frigate > destroyer > cruiser > battleship but I suppose less is more...

For the record, "dreadnoughts" were pre-battleships and are essentially the same type of ship: heavy armour, big guns. Sci fi took the name to classify a more powerful class of ship, as it sounds more ominous than "battleship".
 
I was thinking of some form of 'logical' progression: corvette > frigate > destroyer > cruiser > battleship but I suppose less is more..
That's what they were going for I suppose, but I'm more of a "more is more" kinda guy. Unless it impacts gameplay negatively of course, but an extended tech tree is exactly what I want.
For the record, "dreadnoughts" were pre-battleships and are essentially the same type of ship: heavy armour, big guns. Sci fi took the name to classify a more powerful class of ship, as it sounds more ominous than "battleship".
True, but that's just a technicality. Dreadnought certainly sounds better.. ;)

There was one difference, even if that may not be part of the official definition: Battleships were pretty fast, dreadnoughts weren't. So they fit a huge slow lumbering spaceship.
 
That's great. Can't wait to try your mod.

I find these lines in the file:
Code:
preferred_attack_range = 4.0
formation_distance = 5
return_to_formation_distance = 15

Could you please tell me are those all it takes to change strike crafts' behaviour? And what are the numbers in your mod?

The number from our mod won't make sense in vanilla as we have also refactored all of the weapon balance. But try changing the 15 to 30 or 40, That will make them fly out the same distance as most weapons, if you want to increase it further make it 60 or 70 and they will match torpedos.

That then should work IIRC there isn't anything in the ship behaviours file that affected them.
 
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For the record, "dreadnoughts" were pre-battleships and are essentially the same type of ship: heavy armour, big guns. Sci fi took the name to classify a more powerful class of ship, as it sounds more ominous than "battleship".

Actually battleships came before dreadnoughts. All battleships after 1906 are either dreadnoughts or superdreadnoughts. Dreadnoughts being characterized by their all-big gun armament.

Even the battlecruisers from WWI and the 'fast battleships' from the thirties are technically variants of the dreadnought.
 
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For improved compatibility, you should have all your added code in its own file. PDOX games do not require you to do vanilla file replacement except in very unique circumstances, instead all files of the same type are read as extensible parts of a single greater file. Your dreadnaught components for instance should be in a file named dreadnaught_aura's for example, and your entity files should all be on their own. Otherwise your mod will conflict.
 
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For improved compatibility, you should have all your added code in its own file. PDOX games do not require you to do vanilla file replacement except in very unique circumstances, instead all files of the same type are read as extensible parts of a single greater file. Your dreadnaught components for instance should be in a file named dreadnaught_aura's for example, and your entity files should all be on their own. Otherwise your mod will conflict.

Oh, I didn't know that, thanks!

Does that apply to the graphics files that I had to edit too?
 
Yes, all the code can be isolated on its own.
 
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The number from our mod won't make sense in vanilla as we have also refactored all of the weapon balance. But try changing the 15 to 30 or 40, That will make them fly out the same distance as most weapons, if you want to increase it further make it 60 or 70 and they will match torpedos.

That then should work IIRC there isn't anything in the ship behaviours file that affected them.
We fixed strike craft in ERM - you need to change there behaviour or they will never go further than 15 units from the carrier, we changed that on bombers and viola they are fixed.
What is ERM i cant found in workshop :)