Stellaris

Stellaris

[Obsolete] !Strike Craft Expanded ( REBORN )
136 Comments
xDanilor 4 Sep, 2022 @ 7:27am 
@Space_Lettuce_OG yes please! Since i can't find Strike Craft Extended, i really need a mod for strike crafts. If you'd want to revive this mod, that'd be a lifesaver!
Space_Lettuce_OG  [author] 4 Sep, 2022 @ 6:23am 
I don't know, but I was considering reviving this mod, primarily for the better strike craft flight behaviors I made. That took me ages to fine tune, and it feels so much better than seeing a swarm of bees around a ship.
xDanilor 4 Sep, 2022 @ 4:58am 
@pearl hey what happened to strike craft extended? I wanted to play with it :c
Space_Lettuce_OG  [author] 26 Apr, 2022 @ 3:33am 
Awesome, glad the original is updated!
Sniggledorf Fumpledink 9 Apr, 2020 @ 2:11pm 
Will this mod be updated, I really liked the variety in strike craft roles that this mod added.
SoulTechnology 4 Apr, 2020 @ 10:45am 
Read the description for the mod and apon subscribing i was greeted with a dependancy for guilis ship components, is that an actuall dependancy or is it just a 'strong reccomendation'? (will it crash or break the game if i dont add the 100+ ship components?)
Space_Lettuce_OG  [author] 18 Mar, 2020 @ 7:36pm 
@Jool

You have my permission to use the AI I wrote or the icons I modified, but if you want to use things like the new strike craft or localization, I got those from the original mod, so you will require Parse's permission for that. Parse is a contributor to this mod.

I just ask that you give me credit for my work, where applicable.

Also, I've been looking for someone to take over maintaining this mod, if you're interested.
MoeKitsune 18 Mar, 2020 @ 7:05pm 
Hi, I was wondering if I could use some stuff from this mod in mine?
Space_Lettuce_OG  [author] 18 Feb, 2020 @ 5:07pm 
@BlackBurn No worries
BlacKBurn 22 Jul, 2019 @ 5:19am 
@Space_Lettuce_OG
Process of my mod is taking much longer than i anticipated still working on models
LockeEdwards 30 Jun, 2019 @ 11:47am 
Does this work with 2.3 without having been updated or do we have to wait for an update?
Nick Evans 4 Jun, 2019 @ 9:32pm 
is there going to be an update for 2.3?
DisturbingLackOfFaith 29 Apr, 2019 @ 7:04am 
Why did you delete the original strike craft behaviors? Leaving them in shouldn't be a problem if you've switched all the strike craft to the new behaviors. But other mods that add strike craft of their own, and rely on the vanilla behaviors, now no longer have functional strike crafts, I think. Extra Ship Components, Star Wars weapons, and, funnily enough, Gigastructures and More, and More Events Mod, would be affected.

Also: how would you tune your parameters (especially for the bombers) in the presence of the At War: Carrier Enhancements mod? Among other things, that mod adds a ship computer that keeps the ship at 400 range, plus a PD weapon that does no damage, but has 450 range (called Carrier Radar).
Space_Lettuce_OG  [author] 27 Apr, 2019 @ 6:20pm 
This one is a newer and has better strike craft AI, and Acension Path strike craft, and is balanced around Guilli's Ship Components mod.
Eternal Daemon 27 Apr, 2019 @ 6:00pm 
what's the difference between this mod and the non-reborn version?
Space_Lettuce_OG  [author] 13 Apr, 2019 @ 6:30am 
@-_BlacKBurn_-

Sounds good. Contact me whenever you come to a decision :)
BlacKBurn 13 Apr, 2019 @ 2:04am 
i am currently working on a new BSG shipset which wont cause IP problems this time.
İf i need your AI to give different vipers/raptors/sweepers which i would like to i will contact you but it is too early for now.

I can take over this one if that will be the case
Space_Lettuce_OG  [author] 12 Apr, 2019 @ 7:07pm 
Like I said, I don't have time to maintain this mod anymore.
I am looking for someone to take over the mod.
If you want to take over, then please message me.

The mod mostly just need some damage tweaking. I already did the work for the strike craft AI behavior, which is arguably the more challenging part. So, if you want to take over, you won't have to worry about touching that stuff. Mostly just the damage balancing, and if you want to, you can also make it compatible with ESC, as quite a few people have asked about that.
Proxima-b 12 Apr, 2019 @ 6:46pm 
Even with this mod, strike crafts are still weak af, compare to large slot weaponry, need more tweaking on damage
Lumpy 12 Apr, 2019 @ 11:15am 
The mod requirements of this mod are a bit confusing. Does it work with vanilla and without NSC? The description has a link to a "vanilla patch", but its outdated.
Hexagoros 6 Apr, 2019 @ 8:16pm 
Will Fighters target thinks like missiles and other strike craft?
Space_Lettuce_OG  [author] 3 Apr, 2019 @ 3:26pm 
@Twighlight Sparkle

In regards to the high speed of the strike craft with 4 hangar bay modules from Guilli's Component Mod... It is a bit faster than I wanted them to fly with those. I'll go ahead and lower the speed bonus from +50% to +20-25% or so, but anytime The Guilli's Component mod is updated, then I this mod will overwrite the same file, and always be behind, since I won't be able to maintain this mod frequently.

On that note,

I like this mod, but I don't have the time to maintain it anymore, and if you like this mod too, and are interested in maintaining this mod, plz let me know. Preferably someone with Stellaris modding and coding experience.

:)
Space_Lettuce_OG  [author] 3 Apr, 2019 @ 3:12pm 
Ok everyone, sorry for the long hiatus, but I have been very busy with IRL lately.

I just took a look at this mod in 2.2.6, using NSC2's ship behaviors instead of the Advanced Ship Behaviors Mod, and it works good. All the strike craft seem to still be following the AI patterns well, this mod implemented.

@Twighlight Sparkle
Having 1 damage weapon with 300 range for strike craft sounds like a good idea, but the problem is, the AI will never use it, so it feels kinda cheaty if only the player uses it. That was always the problem with that idea. What I do, and what I suggest is to just put 1 tomahawk missile on the carrier, which has a range of 250. It's fairly close, and iirc it only affects the initial launch. After launched, they can fly at 300 range.

I'm gonna look through the comments, but if anyone has any concerns, bug reports, or suggestions, now is the time to voice them. I only have a couple days of "down time" right now from the current project I have been working on.
Twighlight Sparkle 4 Mar, 2019 @ 3:23pm 
Hi, quick question, built a carrier with all 4 hangar enhancement modules (maintenance bays..whatever, level V that increase speed and damage by 50%) on a carrier with fighter, gunship and bomber squadron....it did nothing to the enemy, they zoomed around at a blindingly ridiculous speed. But in the end they hardly contributed and I really didn't see them fire.

Not sure if the maintenance bay modules from Guilli's ship components increasing speed so much is the culprit. May be worth investigating.

Also, fighters still only launch at range of longest range gun on ship. May be nice to create a small medium and point defense laser, that does .1 damage, but has like a 300 range so the fighters can engage across system.

Thanks!
envy 22 Feb, 2019 @ 10:56am 
Can compatibility be made with Extra Ship Components?
Ghost Fox (ΘΔ) 3 Feb, 2019 @ 10:54pm 
@LeonTheProfessional
If you've another way to keep your carriers at range, sure. If not... well, it'll work, but you'll have to worry about carriers getting caught up in the furball.
LeonTheProfessional 3 Feb, 2019 @ 10:48pm 
Will this work as intended without Advanced Ship Behaviour mod? That mod hasn't been updated to 2.2 and from the comments there it doesn't look like it works properly.
Ranger Dimitri 20 Jan, 2019 @ 5:42am 
Can you update it to make sure it work's for 2.2+? I'm sure it does, only that the launcher think's it's outdated still.
Archaeon 12 Jan, 2019 @ 9:43pm 
Guillis Ship Components is updated for this btw
Killroy Is Here 12 Jan, 2019 @ 8:37am 
Hell yeah, Carrier Supremacy brother
BlacKBurn 9 Jan, 2019 @ 12:18am 
really ? paradox gonna implement a mod to Resurrect fighters?

Hail Nice Devs
LiptonDI 9 Jan, 2019 @ 12:04am 
hi just to say I really like this mod and patiently waiting for it to be updated
Corporate Platypus 8 Jan, 2019 @ 11:55pm 
Check now :)
Space_Lettuce_OG  [author] 8 Jan, 2019 @ 11:51pm 
@Harlot

Sure.
However, I never recieved a friend request from you. You can try re-sending it.
Corporate Platypus 8 Jan, 2019 @ 11:42pm 
Hey Space_Lettuce_OG! I'm a Community Ambassador working for Paradox Interactive. I'd like to discuss something modding related in private so I sent you a friend request. Think you can accept it so we can have chat? :)
Lingua Franca - Levi 5 Jan, 2019 @ 10:45pm 
hi!is this coming for the latest game build?
Porter 16 Dec, 2018 @ 9:25pm 
does this still work ?
Sir Aroun 16 Dec, 2018 @ 8:02am 
Vanilla SC would be ok if their range was not crap. Logicly SC should have longest range given that their piloted and therefore can adjust their fight path (as it their think IRL) but in game their range is shorter the Torps and the same as guns. Loses would not be a problem if they could hit the opposite side of the system.
moonglum5 9 Dec, 2018 @ 10:22am 
I need this mod back in my life pls
BTAxis 7 Dec, 2018 @ 8:49am 
I'll keep it in mind. Right now I'm just running unmodded while everyone regroups for 2.2.
Space_Lettuce_OG  [author] 7 Dec, 2018 @ 8:35am 
@BTAxis

If you wouldn't mind, it would be helpful if you posted a discussion thread with a few post combat reports. I'll review them in a couple weeks, once I am done wit this semester, and do another balancing pass. Thank you for the feedback.
BTAxis 7 Dec, 2018 @ 3:10am 
I was looking at the post-combat reports though. The point I was making is that even if when I made a conscious effort to build the biggest, meanest carriers I could make, and then ONLY send those against the enemy, the strike craft performed worse than the secondary weapons. In such a scenario I would expect quite the reverse. That's not to say I want carriers to stomp all other ship designs or fleet compositions, but with a result like that I'm not terribly convinced they're worth my time at all. This is even more true for hangar bays on stations and platforms, which typically don't do much damage with their bombers at all.

I'll be playing more though, because I do enjoy the idea of strike craft very much.
Space_Lettuce_OG  [author] 6 Dec, 2018 @ 9:07pm 
I'll be doing Term Projects and Finals for the next 2 weeks, so no time to be updating this mod. As long as they didn't change how ship components work then it is probably compatible with the new update. You'll all just have to wait for now.

@BTAxis
Keep in mind that missiles get destroyed and their DPS on paper isn't always realized. Also, there are limits to how much damage I can give strike craft, cuz the way fleet power is calculated, if I set it too high, then the AI will just think, "Gee, these carriers give great fleet power for resource cost, I will buils almost only carriers now".... If I could adjust how fleet power claculates strike craft into the overall fleet power, it'd give me more control.

That being said, I think the DPS is pretty good, I might want to increase regen rate or evasion more though. Also, don't forget the utility of having high alpha damage with bombers. Not everything is as it seems at first when you look at it on a spreadsheet.
redmoth27 6 Dec, 2018 @ 5:48pm 
How long will it take to update the mod
BTAxis 6 Dec, 2018 @ 4:40am 
I played this mod along with NSC2 and GSC, but I still found strike craft to be lackluster. They do work as described, but their damage output is just really low. A supercarrier full of bombers does more damage with its missiles than with its strike craft (of the same tier). At that point I might as well call it a missile boat.
redmoth27 24 Nov, 2018 @ 3:19pm 
Why aren't there any upgrades to Space Ameba Strike Craft?
Space_Lettuce_OG  [author] 18 Nov, 2018 @ 2:02pm 
- Fixed the broken AI ship behavior with the special types of strike crafts that @NiKuTa mentioned.
- Also, added in a modified version of the vanilla strike craft ship behavior, for odd cases where a ship actually uses strike craft AI.
Change Notes updated as well.
NiKuTa 18 Nov, 2018 @ 1:42pm 
@Space_Lettuce_OG
Sry my mistake. next time i will put bug in to bug reports forum :]
Space_Lettuce_OG  [author] 18 Nov, 2018 @ 12:47pm 
@NiKuTa

You're right, I left those out during testing, and I need to put those back in.
I'll work on that later today.
Thank you for pointing that out.
For any future bug reports, please report it in the Bug Report discussion page. It helps me stay organized. :-)
NiKuTa 18 Nov, 2018 @ 8:55am 
What i see is that all strike craft will have this bug except craft from your mod. Because leviathans use vanilla strike craft behaviors, marauders etc. even strike craft form distant stars dlc.