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NEW: Fighters, Bombers, Shield Capacitors, balance changes.
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126 new ship modules, weapons and technologies, 8 new ship sections with aux slots, new advanced science ship
Compatible with version 1.4.1+, and all DLC
This mod adds a lot of new ship modules as well as extra levels of existing ship modules and weapons. This mod is savegame compatible as well as mod compatible with every mod out there.
The following have been added:
Ship Sections
Technologies
Science Ship Modules
Ship Modules
Utility Modules
Ship Crew Utility Modules
Auxillary Modules
Weapons
Techs
All modules have their own technologies. Some are rare. Tier 6 to Tier 10 modules come after their vanilla variants and techs, so these are very much late game technologies.
The AI, Fallen Empires and Crisis events will make great use of these new and extra level modules. So expect a harder game! Modules are fairly balanced. Temporarily disabled this feature for balance and compatibility reasons with patch 1.3.0+ of the game.
KNOWN ISSUES
** Some modules do not correctly apply their stats to the ship builder UI. This is an issue with the game and ui that I cannot fix myself.
** Auto-upgrade doesn't work with my modules, presumably this is somewhat weirdly hardcoded
** Auto-complete will not always give the best module layout.
For other modders:
All my techs are prefixed with tech_c_techname
All my other files/code are prefixed with C_modulename/componant/etc
Please dont forget to rate my mod and have fun!
Official Paradox Forums thread for mod discussion:
https://forum.paradoxplaza.com/forum/index.php?threads/mod-crystallis-ship-module-expansion.938210/
NEW: Fighters, Bombers, Shield Capacitors, balance changes.
************************************************************
126 new ship modules, weapons and technologies, 8 new ship sections with aux slots, new advanced science ship
Compatible with version 1.4.1+, and all DLC
This mod adds a lot of new ship modules as well as extra levels of existing ship modules and weapons. This mod is savegame compatible as well as mod compatible with every mod out there.
The following have been added:
Ship Sections
- 2 new corvette ship sections +aux slots
- 2 new destroyer ship sections +aux slots
- 2 new cruiser ship sections +aux slots
- 2 new battleship ship sections +aux slots
- new advanced science ship (more slots)
Technologies
- 3 new techs to help speed up Physics research.
- 3 new techs to help speed up Engieering research.
Gradually they will appear and boost your planet research by 9% each.
These techs are required to not slow down the game too much with the many module
techs this mod provides.
Science Ship Modules
- Deep Space Science Lab I-V (+shield +discovery, +surveyspeed, -fail chance)
Ship Modules
- Armoured Thrusters 1-4 (+ speed, +armour)
- Psionic Thrusters 1-4 (+ speed, +shield hp)
- Crystallis Ship Sensors 6-10 (+ sendor/weapon range + tracking)
Utility Modules
- Crystallis Reactors VI - X (+ ship power)
- Crystal Armor VI - X (+ armour, +hull regen)
- Phase-Shields VI - X
- Force-Fields VI - X (Militarist, Collectivist, Xenophobe)
- Psionic Barriers VI - X (Spiritualists)
Ship Crew Utility Modules
- Robotic Ship Crews (robotics)
- Psionic Ship Crews (psionics)
- Clone Ship Crews (cloning)
- Purifier Ship Crews (Xenophobe)
- Alien Ship Crews (Xenophile)
- Volunteer Ship Crews (Individualist)
- Civilian Ship Crews (Pacifist)
- Slave Ship Crews (Collectivist)
(+ship damage, +hull hp, +shield hp, +armor %, +unique stats per ethos)
Auxillary Modules
- Crystal Plating II - V (+ hull %)
- Crystal Targeting Matrix I - V (+ weapon accuracy, tracking and damage)
- Crystal Tissue I - V (+ hull regeneration)
- Ship Hangar Bays 1-5 (+ strikecraft damage and flightspeed)
- Shield Capacitors II - III (+shield regen)
Weapons
- 2 new Lasers: Positron and Anti-Matter
- 2 new Plasma cannons: Phased-Plasma and Chrono-Plasma
- 2 new Energy Lances: Tetryon and Polaron
- 2 new Disruptors: Resonant and Muon
- 2 new Disintegrators: Improved and Matter-Energy
- 2 new Arc Emitters: Vexed and Concerted
- 2 new Cloud Lightning: Resonating and Luminous
- 2 new Missiles: Isokinetic and Chroniton
- 2 new Swarm Missiles: Typhoon and Hurricane
- 2 new Torpedoes: Cobalt and Tricobalt
- 2 new Energy Torpedoes: Anti-Proton and Quantum
- 2 new Railguns: Tri-Gaus and XV-88
- 2 new Kinetic Guns: Kinetic Cannon and Kinetic Howitzer
- 2 new Autocannons: Thunder and Thor
- 2 new Mass Accelerators: Ultra Cannon and Omega Cannon
- 2 new Point Defense: Mercy and Emperor
- 2 new Flak: Flak Array and Flak Barrier
- 1 new Fighter Tier
- 2 new Bomber Tiers (final tier is dimensional unlock after salvaging/unlocking unbidden dimensional weaponry tech)
Each new tier improves the weapons base damage by 20%
Some weapons already have new graphical firing effects,
others are still being developed
Techs
All modules have their own technologies. Some are rare. Tier 6 to Tier 10 modules come after their vanilla variants and techs, so these are very much late game technologies.
KNOWN ISSUES
** Some modules do not correctly apply their stats to the ship builder UI. This is an issue with the game and ui that I cannot fix myself.
** Auto-upgrade doesn't work with my modules, presumably this is somewhat weirdly hardcoded
** Auto-complete will not always give the best module layout.
For other modders:
All my techs are prefixed with tech_c_techname
All my other files/code are prefixed with C_modulename/componant/etc
Please dont forget to rate my mod and have fun!
Official Paradox Forums thread for mod discussion:
https://forum.paradoxplaza.com/forum/index.php?threads/mod-crystallis-ship-module-expansion.938210/
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