Improved Transport Ship Behaviors and Transport Upgrades!

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Author: Chirumiru ShiRoz

Last revision: 30 Oct, 2020 at 19:56 UTC (7)

File size: 3.55 MB

On Steam Workshop

Description:
NOTE

: This mod adds only transport-related techs. Anything else you see on the image previews are from other mods!!

"Improved Transport Ship Behavior and Transport Upgrades"

Pilot : OMG! There’s a corvette incoming….WHAT DO I DO??? WHAT DO I DO?? I AM PANICKING..PANICKINGG
Gene Trooper : Calm down, and start moving away from it?
Pilot : Ok <Escapes away from system>

Introduction

Ever get annoyed at your transport ships herp-derping around in circles like idiots while being shot at? Did you wish you could just tell them to get out of the damn battle-zone already or go land somewhere safe?

Or were you sick and tired of your transport ships having lower hullpoints than even a science ship? Did you wish you could just make transports that are as durable as battleships? (And as slow)

Or perhaps you just think that for 300 years, your empires could not figure out any techs to make your armies land faster than 10 days.

Well, hopefully this mod can probably help you.

Why did I make this mod?

I made a bunch of powerful invasion armies, including one extremely deadly heroic army. They died before accomplishing anything because the transport pilots they are on ended up against enemy fleets and they panic and do a merry-go-round until they all died while my fleets near it failed to grab any aggro from them somehow.

Features

Four Transport Ship Computers

  • Standard Transport Computer : Transports will just orbit where they are first attacked when engaged and wait until battle’s over. This is basically the default behavior. AI will generally stick to this.
  • Scatter Transport Computer : Transports will also orbit, but on a much larger circle (usually system-wide) while also trying to distance themselves from one another, potentially making it harder for them to get picked off. (Or easier, depending on the situation). AI may also pick this behavior.
  • Evasive Transport Computer : Transports will quickly flee from incoming enemies, break their formations and attempt to shake off hostiles by moving out of system boundaries. If successful, the battle will be temporarily disengaged. AI generally won’t use this as it’s too unpredictable.
  • Advanced TransportComputer : Transports will ignore on-going battles, they can be ordered to run away, land on planets or go move somewhere at anytime. Be aware, setting them to follow an attacking fleet will also make them charge right into middle of battles, Micromanagement is required. AI are too dumb so they won’t use this.

Three New Transport Hull Upgrades

  • Base Transport Ship now have 400 hp (Increased from 100, Science Ship have 300 hp in comparison) and is customizable.
  • Three Hull Section Upgrades are availiable at Cruiser, Battleship and Dark Matter Tech. Each adds extra hull points as well as unlock more advanced sections that features better protections.
  • A special transport aux component that improves the transport’s hull hit points by a large amount at the cost of reduced speed, evasion and escape chances. You can turn your transports into large battle barges as tough and slow as battleships if you wish.
  • A tactical drop-pod upgrade that reduces landing time by 50% (From 10 days to 5 days)

Known Issues and Limitations

  • New Transports only accepts the last updated design. You can have multiple transport types, but to make each army uses different transports, you must re-update the transport designs.

    AKA : If you want clone army to use fast transport, make sure the fast transport is the last one you update. If you want Gene Troopers to have a better protected one afterwards, update/create a new design etc.

  • Using Advanced Transport Computer requires careful micromanagement. Do not set them to follow fleets blindlessly without microing the transports to safety if something bad happens as transports will charge into enemies alongside the fleet it is ordered to follow

    For this reason, the AI will keep using the more basic computer version.

  • Evasive Transport Computer will make transport ignore system boundaries and the transport will continue to fly away until the combat is disjointed. There’s not much work around this without giving transports weapons so the formation can work properly.
  • Transport generator is not that powerful, so stronger shield on large-sized transport may require you to add Generators to the Aug slots.

Save and Mod Compatibility

  • Should work fine on existing saves. But the transports already built may have to be upgraded for them to get the combat computers.
  • Overwrites transport portion of the 00_ship _size to allow it to have combat computers and buffs it’s stats.
  • Overwrites section_templates/transport.
  • Works with custom shipsets.
  • It will likely conflict with any mods that also change transport stats within the ship_sizes or change the transport section template (Namely, the many mods that give weapon slots to transport).

    Transport is a ship that is used to carry around armies. They appear as part of army recruitment. In vanilla, it has terrible stats and terrible AI. So to fix this, the stats have been buffed and combat computer slot has been added. The section template is also altered for three new section template upgrades to the vanilla one, which has only 3 S-Utlity.

Credits and Special Thanks to

– Torlo50 for helping me with ideas for how to add more interesting combat computers.

– Stellaris Modding Den Community, still learning new stuffs everyday there.

– All supporters and subscribers. Your transport’s sacrifices will be honored in the new save game.

Russian Localisation by resident-tt

My other works

Stellaris Enhanced Sound Project

Talking Non-Humanoid Portrait

Talking Portrait Expanded

The Zenith of Fallen Empire: Ancient Cache of Technology

ESC/ZOFE Merge Patcg

Advisors

Captain Diomedes

SM Xenophobe

You can contact and find my lobby in the Stellaris Modding Den Community Here
[discord.gg]