Guilli’s Ship Components 2.1

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Author: Guilliman

Last revision: 12 Jan, 2019 at 07:07 UTC

File size: 1.85 MB

On Steam Workshop

Description:

For Game Version 2.1

This mod adds a lot of new ship modules as well as extra levels of existing ship modules and weapons. This mod is save game compatible.

The following have been added:

Ship Sections
These can be researched after getting the next tier of ships + their first hull upgrade research.

  • 2 new corvette ship sections +2 aux slots
  • 2 new destroyer ship sections +2 aux slots
  • 2 new cruiser ship sections +2 aux slots
  • 2 new battleship ship sections +2 aux slots
  • new advanced science ship (more slots)

Technologies
These are new techs to help speed up the component research.

  • 3 new techs to help speed up Physics research.
  • 3 new techs to help speed up Engineering research.

Ship Modules

  • Armoured Thrusters 1-4
  • Psionic Thrusters 1-4
  • Crystallis Ship Sensors 6-10

Reactor Slot

  • Crystallis Reactors VI – X

Utility Modules

  • Crystal Plating II – V
  • Crystal Armor VI – X
  • Phase-Shields VI – X (hive mind)
  • Force-Fields VI – X (Not materialists, not hivemind)
  • Psionic Barriers VI – X (psionics)
  • Adaptive Shields VI – X (Materialists)

Ship Crew Utility Modules

  • AI Ship Crew (materialists)
  • Psionic Ship Crew (psionics, not materialists)
  • Clone Ship Crew (cloning, not egalitarian)
  • Purifier Ship Crew (only for fanatic purifiers and xenophobes)
  • Alien Ship Crew (xenophiles and egalitarian)
  • Standard Ship Crew default crew you start with
  • Slave Ship Crew (authoritarian)

Auxiliary Modules

  • Crystal Targeting Matrix I – V
  • Crystal Tissue I – V
  • Ship Hangar Bays 1-5
  • Shield Capacitors II – III

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 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
  • 2 new Strike Craft Tiers (final tier is dimensional unlock after salvaging/unlocking unbidden dimensional weaponry tech)

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.
For those with Utopia DLC: The final tier weapon technologies have a low spawn chance unless you build the science nexus!
For those without Utopia DLC: the final tier weapon technologies will show up normally.
The science nexus increases the chance advanced component & weapons technologies show up by 500%

Ship Power Stations for other mods.?

Feel free to make a compatibility patch. I sadly don’t have the time.

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 between vanilla modules and my modules does not work (yet). I’d need to overwrite the vanilla files.

For other modders:

All my techs are prefixed with tech_c_techname
All my other files are prefixed with C_modulename/componant

Please don’t forget to rate my mod and have fun! 🙂

Support me

If you really like my mod and wish to support me, feel free to drop something. It would help a lot! Thank you very much!

[www.patreon.com]

[www.paypal.com]