Guilli’s Ship Components (no longer updated)

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Author: Guilliman

Last revision: 14 Mar, 2023 at 16:11 UTC (34)

File size: 6.42 MB

On Steam Workshop

Description:

Hello everyone,

I’ve sadly decided I’m no longer going to support this particular mod. The new archo weapons really mess with balance and I just don’t have the energy or time to flesh those out as well as keep the other ones up to date with the many game changes. Sadly the script code for components is quite time intensive to work on and I’d like to use the little time I have these days to focus on my planet modifier mod.

If anyone wants to take over this mod, feel free. Keep in mind I will most likely recycle the utility components (localisation and art) into my planet modifier mod as rare rewards.

Thank you for understanding,
-Guilli

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100+ new ship components & weapons with matching technologies, 8 new ship sections with aux slots, new advanced science ship

Compatible with version 3.7+, and all DLC

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NSC Compatibility:

No longer compatible. I cannot keep up with their development speed and the size of their mod. Sorry! Feel free to make a patch.
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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:

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)

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.

For other modders:

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