StarDrive 2 is an exciting and evolutionary step forward for the StarDrive franchise. In this eagerly anticipated sequel, the core mechanics have evolved to incorporate a turn-based strategic layer, featuring spectacular realtime battles. The stardrive is a feature on city-ships that allows them to travel through space at FTL speeds, and consists of both a sublight engine and hyperdrive. During the Goa'uld attempt to destroy Atlantis, a program set by the Goa'uld operative started powering up the Atlantis stardrive while the ZPM's failsafes were disengaged. Without the failsafes, this would've been more than enough to destroy.
I had not replayed Stardrive 2 for several months (if not more). I started again to test the mod 'Stardrive 2 Reborn'. However, this mod is not the only mod existing (or rather having existed) for Stardrive 2. A few years ago, on the official site of this game (which seems to no longer exist), there were 3 or 4 mods. I have these mods in archive.
- For a guide on how to design ships in Stardrive 2, see our Shipyard article.
This page is a list of all modules available to ships in Stardrive 2. The list is organized by type of module.
- 1Weapons
- 2Defenses
- 3Systems
Weapons[edit | edit source]
Weapons modules include things such as laser cannons and missiles. Easeus data recovery software download. Splayerx 1 2 6. Projectile/chemical weapons such as railguns and missiles require ordnance and impart momentum, while energy weapons such as laser cannons and beams require power. Weapons modules must usually be placed on the outside section (coloured blue) of a ship during ship design.
Artillery Cannons[edit | edit source]
- Artillery - Fires explosive shells. Requires Ordnance
- Gauss Cannon - Huge, long range cannon
- Mass Driver - Large, long range cannon. Brings with it Death and Destruction. Requires Ordnance and Energy
Projectile Cannons[edit | edit source]
- Vulcan Cannon - Rapid fire weapon with no range dissipation. Weak against sheilds and slightly inaccurate. requires ordnance.
- Flak Cannon - Excellent Point defence weapon
- Cluster Cannons - Projectile deploys cluster munitions equipped with proximity fuses
Energy Cannons[edit | edit source]
- Laser Cannons - basic but versatile ship weapons capable of filling many roles.
- Disruptor Cannons - A superior energy cannon with superior energy requirements.
- Chaos Cannon - Damage multiplied randomly from 0- 10x. 50% change to ignore shields. Spiral mount only.
Torpedoes[edit | edit source]
- Heavy Torpedo - Missile stopping power in a single and inexpensive package.
- Anti-matter Torpedo - A conventional torpedo with an anti-matter warhead.
Energy beams[edit | edit source]
- Ion Beams - Basic particle beam that are not terribly effective.
- Fusion Beam - Particle beam weapon that that does increased damage to hulls. (2x)
- Graviton Beam - Beam weapon with a slowing effect.
- Dark Particle Beam - Weapon emits quick and violent bursts of energy.
- Death Ray - A terrible beam weapon stripped from the wreck of the masters.
Rockets and Missiles[edit | edit source]
- Rockets - reliable guided mini-rockets : Heavy unguided variant available.
Other[edit | edit source]
- Discharger - Causes enemy ship capacitors to discharge 2500 power on hull impact. Minor damage versus shields and hulls.
Defenses[edit | edit source]
Armor[edit | edit source]
- Steel Armor - Strong and inexpensive armor plating, but quite heavy.
- Solar Armor - Protective armor plating that generates a small amount of power.
- Plasteel Armor - Strong(er) than steel and less massive.
- Pollop Armor - Same HP as steel but less massive and slowly heals. Pollop experimental tech.
- Quantanium Armor - Lightweight, efficient armor.
- Ionium Armor - Superior armor, requires power.
- Tritanium Armor - Three times the mass, strength and cost of Steel Armor.
Shields[edit | edit source]
- Delta Shields - A Small defensive shielding to protect a quadrant. Can be placed in the center of a ship to shield it entirely.
- Class I Shields - Defensive shielding to protect a quadrant, place in center to protect entire ship.
- Class II Shields - Improved defensive shielding to protect a quadrant, place in center to protect entire ship.
Modhub Euro Truck Simulator 2
Point Defense[edit | edit source]
- ECM Jammer - Jams missiles and reduces accuracy of incoming fire.
- Defensive Flares - Cheap and effective missile counter-measures.
Systems[edit | edit source]
Engines[edit | edit source]
- Basic Engines - Adds a balanced amount of thrust and maneuverability to your ship. Upgrades with tech.
Power Plants[edit | edit source]
- Nuclear Power - Cheap and reliable power plants. Not great for extended battles using energy weapons.
Stardrive 2 Tech
Command[edit | edit source]
- Cockpit - Single pilot command for frigates, +5% damage -1 CP (frigate only for the CP). And +10 sensor range.
- Basic Command - +10% Damage bonus, 2 CP reduction and sensor range (+20).
- Combat Information Ctr - +15% non stacking fleet damage bonus, 2 CP reduction, sensor range
Bombs[edit | edit source]
- Nuclear Bombs - Used on strategy map to bombard planets; causes pollution.
Fighter Bays[edit | edit source]
Ammunition and Fuel Storage[edit | edit source]
- Fuel Cells - Provides 10 (small) / 50 (large) fuel on strategy map.
- Power Capacitor - Stores power. A must have for ships with energy weapons and specials.
- Ordnance Storage - Ammunition for your rockets, missiles, and other weapons requiring ordnance.
Other[edit | edit source]
Retrieved from 'https://stardrive2.gamepedia.com/index.php?title=List_of_modules&oldid=4283'
Made by GeriA small Cheat Engine table for StarDrive. Tested with 1.07B, but it may work with other versions too.
Options:
Unlimited Money
Stardrive Black Box Mod
Instant Research
Unlimited production on selected planet
Unlimited food on selected planet
NOTES:
Before you can activate any of the cheats, you have to start a game. To activate production or food, you need to open the Colony Overview panel at least once and activate the cheat only after that.
Unlimited Money: Simple money cheat.
Instant Research: You will research a new technology in every turn.
Unlimited production on selected planet: This will set the stored production to 20K on the planet where you have opened the Colony Overview. Then you can use it to rush production and build as many ships/buildings/troops as you want.
Unlimited food on selected planet: Well it's not really unlimited, but if you open the Colony Overview, this will fill up the food storage. Mostly useless cheat.
It's easy to find values, everything is simple float. If you are looking for something, try Float value scanning first. If you want to change the amount of money, research etc, just open the script and modify the number.
I will not make updates or more options on request.
EDIT:
Built-in cheats that I have found on the StarDrive forum.
http://www.stardrivegame.com/forum/view .. f=1&t=6469
Right Ctrl + F1 in Research Screen = Research entire tree and make all hulls and mods available in Shipyard
Left Ctrl + Shift + ~ opens the dev mode. Hold Left Ctrl and Click 'Rush Production' in Colony screen to build things for free.
The research cheat will give you some secret techs too, which is probably way cooler than my research cheat that is completely useless after this.
The dev mode will reveal the map and give you the ability to build anything instantly for free.
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My trainers can be found here: http://www.szemelyesintegracio.hu/cheats
If you are interested in any of my crappy articles/tutorials about CE and game hacking, you can find them here:
http://www.szemelyesintegracio.hu/cheat .. g-articles
How to use this cheat table?
- Install Cheat Engine
- Double-click the .CT file in order to open it.
- Click the PC icon in Cheat Engine in order to select the game process.
- Keep the list.
- Activate the trainer options by checking boxes or setting values from 0 to 1