Dreadnought Flagship Stellaris
Dreadnought Flagship Stellaris
For Stellaris 1.6.*
The Leviathan DLC is required to use this Mod.
Please rate the mod. Even a dislike is more than welcome, but if you decide to leave a dislike could you please tell me why you did so in the comments? Constructive criticism is the best way to improve this Mod.
You do NOT have the permission to use ANY of my work to make your own Mods. Please ask first. Thanks ????
Description:
This Mod allows the Player and the AI to research and use a new Ship size, the Flagship. It also adds 3 new Technologies, 1 new Spaceport Module, 9 new Auras and Custom Ship Computer with a carefully adjusted Behavior for the Flagship to use. The Ship and its Weapons use the Models from the Automated Dreadnought from the Leviathan DLC. It will have around 3000 – 3600 Fleetpower on its own, depending on how you set it up of course.
The Ship:
Hull = 4000
Armor = 105 (60%)
Evasion = 1%
Base Cost = 1000
Base build time = 720 Days
Sections:
Bow:
Superweapons: 2 XL Weapon Slots
Artillery: 4 Large Weapon Slots
Broadside: 2 Large Weapon Slots, 4 Medium Weapon Slots
Bombardment: 8 Medium Weapon Slots
Torpedo: 8 Torpedo Weapon Slots
Mid I:
Artillery: 6 Large Weapon Slots
Broadside: 4 Large Weapon Slots, 4 Medium Weapon Slots
Carrier: 4 Point Defense Slots, 4 Medium Weapon Slots, 3 Hangar Slots
Mid II:
Artillery: 6 Large Weapon Slots
Broadside: 4 Large Weapon Slots, 4 Medium Weapon Slots
Carrier: 2 Large Weapon Slots, 2 Medium Weapon Slots, 3 Hangar Slots
Stern:
Artillery: 4 Large Weapon Slots
Broadside: 2 Large Weapon Slots, 4 Medium Weapon Slots
Bombardment: 8 Medium Weapon Slots
Torpedo: 8 Torpedo Weapon Slots
Auras:
Auras used by the Flagship have a Radius of 50 (55 for Annihilation Cloud) which makes them a lot smaller than the Auras used on Stations. For your Information: A Aura used by a Large Sation has a Radius of 110.
Friendly:
Shield Boosters: Monthly Shield Regeneration +20%
Repair Nanobots: Monthly Hull Regeneration +5%
Target Painters: Chance to Hit +10%, Tracking +5
Highspeed Battle Simulations: Fire Rate +5%, Evasion +5%
Hostile:
Shield Destabilization Field: Shield Hitpoints -20%
Shield Flux Prohibitor: Monthly Shield Regeneration -20%
Quantum Destabilizer: Fire Rate -15%
Targeting Inhibitor: Chance to Hit -10%, Tracking -5
Annihilation Cloud: Every Day there is a 80% chance for a hostile Ship inside the Aura to take 5 damage. Prerequisites = Annihilation Cloud researched.
Spaceport Modules:
Flagship Assembly Yard: Flagship Build Speed +25%, Flagship Build Cost -10%
Technology:
Flagship Construction: Cost = 6000 Engineering research, prerequisites = Spaceport level 6
Flagship Assembly Yards: Cost = 6000 Engineering research, prerequisites = Flagship Construction
Annihilation Cloud: Cost 8000 Engineering research, prerequisites = Flagship Construction
Compatibility:
There should not be any compatibility issues. If you find any please report them to me and I will try to fix them.
Yes it work with Mods that add new ship styles for you to select on species creation.
Mod Support:
Advanced Ship Behavior Modules is supported.
Known Bugs:
In the ship designer the weapons on the flagship have the same model as the ship style of your species (mammalian, reptile, … ) there is nothing I can do about that but the weapon models are right when the ship is build so its not that tragic… just looks funny.
Auto generated Flagship designs sometimes dont have a name.
The Carrier Section on the Mid II Slot displays 5 Hangar Slots instead of 3 Hangar Slots and 2 Large Weapon slots in the Section selection Screen.
Why not check out my other Mods? Just take a Look at the Collection at the top of the Page ????
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