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  1. Korvin_Melarsky

    Guilli's Ship Components

    Описание мода: Показать содержимое 82 new ship modules and technologies Compatible with version 1.2.5 Compatible with plants DLC pack. For a chinese language version of the mod go here: https://steamcommunity.com/sharedfiles/filedetails/?id=752777381 This mod adds a lot of new ship modules as well as extra levels of existing ship modules. This mod is savegame compatible as well as mod compatible with every mod out there. The following have been added: Crystal-Forged Plating II - V (+hull hp) Crystal-Laced Targeting Matrix I - V (+weapon accuracy, attackspeed) Crystallis Reactors VI - X (+ship power, +ship damage) Crystal-Infused Tissue I - V (hull regeneration) Crystal-Reinforced Armor VI - X (+ armour) Deep Space Science Lab I-V (+shield +discovery, +surveyspeed, -fail chance) Armoured Thrusters 1-4 (-speed, +armour) Psionic Thrusters 1-4 (+speed, +shield hp) Crystallis Ship Sensors 6-10 (+sendor/weapon range) Crystal-Lenzing Shield Array VI - X Hardened Shield Array VI - X (Militarist, Collectivist, Xenophobe) Psionic Shield Array VI - X (Spiritualists) (+shield hp, + regen) 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 %, +fire rate) 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. In order to not make Crystaline Plating too good and rare I have made the vanilla plating technology drop from regular crystalline enties instead of just Elites! This should make it a lot fairer. 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. Regarding new/more weapon levels: Until the base game gets a weapons pass I will not be adding new weapons. There are several popular mods that balance and change weapon stats so it is impossible for me to make new weapons without also making a ton of 'compatibility' mini-mods for each of those other mods. Once the base game has decent weapon balance people will stop using that many weapon balance/change mods and I can add in more weapon levels. To address the lack of increased firepower needed to balance my mod I have temporarily increased the damage bonus you get from ship crews. The AI will actively seek to research and use these too so you should not end up with near unkillable ships at end game. If there are any issues, let me know. I'm welcome to suggestions for more ship modules! !NOTE: this overwrites SOME vanilla files: common/section_templates/fallen_empires.txt common/section_templates/swarm.txt common/global_ship_designs/ai_ship_designs.txt common/global_ship_designs/extra_dimentional_ship_designs.txt common/global_ship_designs/fallen_empire_ship_designs.txt common/global_ship_designs/swarm_ship_designs.txt common/global_ship_designs/crystal_monster_designs.txt These files only dictate what the fallen empires and crisis ship layouts are. So this is compatible with 99.9+% of the mods out there. If other mods use these as well then they should automatically overwrite my files without issues. For other modders: All my techs are prefixed with tech_c_techname All my other files are prefixed with C_modulename/componant 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/ Hide Картинко: хостинг изображений gif Ссылка на мод в стиме: http://steamcommunity.com/sharedfiles/filedetails/?id=690350384 Ссылка на мод на stellaris.smods.ru: http://stellaris.smods.ru/archives/1691


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