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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.
Process of my mod is taking much longer than i anticipated still working on models
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).
Sounds good. Contact me whenever you come to a decision :)
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
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.
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.
:)
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.
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!
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.
Hail Nice Devs
Sure.
However, I never recieved a friend request from you. You can try re-sending it.
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.
I'll be playing more though, because I do enjoy the idea of strike craft very much.
@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.
- 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.
Sry my mistake. next time i will put bug in to bug reports forum :]
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. :-)