Stellaris

Stellaris

At War: Carrier Improvements (2.6 Compat Update)
54 Comments
Cow Walking On Udders 12 Jun, 2021 @ 11:44pm 
still working in 3 for me, didn't notice any bugs present
Octowy 4 Mar, 2021 @ 8:54am 
udkudk 17 Feb, 2021 @ 12:29am 
Is it working in 2.8?
Thirtyk94 1 Nov, 2020 @ 1:12am 
Never mind my previous comment I just wasn't getting the tech to drop even with the instant research cheat lol.
123DotDotDot321 22 Aug, 2020 @ 2:05pm 
The mod battleship carrier core and stern both have more utility slots than the base game sections (6 for mod core section vs 3 for base game, 2 for mod stern vs 0 for base stern). I'm guessing this is an oversight?
Ragnarok 16 Aug, 2020 @ 8:23pm 
Have you considered making this compatible with NSC2?
银色子弹 15 Jun, 2020 @ 7:01am 
Hello, can you improve the combat computer, that is, don't let it rush up, but lock the enemy ship and stop for a long distance?
Kiithnaras  [author] 18 May, 2020 @ 6:19pm 
Like with most mods, unless Paradox has something drastic, this is still *functional*. It may not play nicely with multiplayer, and I just need to make time to update versioning info and address various issues with the other mods.
Bluetrident 16 May, 2020 @ 7:51pm 
please disregard my question. I answered my own question a few moments ago when I was curious. it's already compatible; I ignored the warning and it was still functional.
TrueAvarus 16 May, 2020 @ 2:41pm 
Well I hope its compatible with 2.7
Bluetrident 16 May, 2020 @ 9:16am 
will this become compatible with 2.7?
Mobius 13 May, 2020 @ 10:19pm 
Seems like the fighters completely ignore other enemy fighters....which is pretty annoying. Other than that, I love it so far!
sunmin614 1 May, 2020 @ 9:57pm 
where is carrier radar and computer? AI is using but i can't find this components
DracoMcGee 23 Apr, 2020 @ 6:21am 
Could we get some missile, torpedo, or mass driver strike craft?
The options for ballistic/missile focused empires is a little restricted with only AC craft.
frostdillicus 19 Apr, 2020 @ 10:34pm 
Can this be added to a save game?
46Sora 13 Apr, 2020 @ 5:21pm 
for me it was the combat computer. the radar was fine being removed since it was an optional slot and not a core slot
Kiithnaras  [author] 13 Apr, 2020 @ 3:55pm 
I also pushed out a quick update that re-added the components while class-restricting them to outposts (which they'll never be used in) with a weight of 0. This should allow existing saves to load, but the components unable to be selected.
Ragnarok 13 Apr, 2020 @ 3:53pm 
Make a new class, had this bug myself. It'll cost a few alloys and some time to upgrade the ships to the new class of carrier but that's better than sticking around.
Kiithnaras  [author] 13 Apr, 2020 @ 2:56pm 
D: I'll see about adding back in the component but putting it behind an unresearchable tech or something. The computer or the radar, specifically?
46Sora 13 Apr, 2020 @ 1:39pm 
i think this broke my carriers because the targeting system is not selectable. (save game)
Kiithnaras  [author] 12 Apr, 2020 @ 5:50pm 
(That behavior is also applicable to vanilla strike craft)
Kiithnaras  [author] 12 Apr, 2020 @ 5:49pm 
It is redundant. Advanced Weapons strike craft and, prior to this update, CI strike craft don't engage outside a 300 range anyway. Having them sit at 400 results in said carriers not actually deploying their strike craft. The vanilla carrier control modules have a base of 150 range, but they scale with technology, increasing to a max of 300 at Autonomous level. Forcing your carriers to park at a further range than strike craft will deploy is more detrimental than not.
Crazy Old Texan 12 Apr, 2020 @ 2:31pm 
Can you bring back the carrier radar please. I use it with the NSC AI computer for max range. It isn't redundant.
Lystraeus 7 Apr, 2020 @ 11:44pm 
Kiithnaras, could you bring back the submod which was just the strikecraft? I loved using the new fighters standalone =)
Ragnarok 5 Apr, 2020 @ 7:41am 
I think it might. The only new battleships I've seen the AI build are the ones dubbed 'Advanced Carrier IV'.
Which is kinda frustrating, but understandable due to how OP those carrier ships are, and how dumb the AI is a lot of the time.
Liseq 5 Apr, 2020 @ 4:08am 
Do the AI still build only carriers with this mod? I remember that there was such an issue.
mkioski123 4 Apr, 2020 @ 11:05am 
Can this mod be use on multiplayer? (Idk if anyone already ask or not)
Nukular Power 3 Apr, 2020 @ 10:56pm 
thanks for updating these awesome mods
Raider 3 Apr, 2020 @ 11:46am 
Thanks for all of the work on this. Pretty disappointed that carriers are currently unfeasible.
Ragnarok 30 Mar, 2020 @ 8:29am 
You need to research the tech first.
BulldozerESQ 30 Mar, 2020 @ 5:58am 
Update: The carrier computers are with the combat computers... I was looking for carrier radar for a PD slot.
Monkey 30 Mar, 2020 @ 2:44am 
I don't think this mod is working as i have loaded into my game an in ship designer the techs are missing
BulldozerESQ 29 Mar, 2020 @ 4:44pm 
I researched the carrier radar but its not available when I try to design a carrier :(
Kiithnaras  [author] 26 Mar, 2020 @ 11:11pm 
Yeah, I'll be looking into potentially more advanced "picket" strike craft for anti-strike and anti-missile duty as well as reworking and assessing the computers the mod adds for redundancy. The 250 range computer does seem valuable for battleship and titan carriers, but they do need a rework.
Ragnarok 25 Mar, 2020 @ 8:19am 
Lastly, this mod still retains the old problem from the original: namely, there are no 'Autonomous Ship Intellect' carrier computers, meaning Machine Gestalt Consciousness empires can't use the best carrier computer.
Ragnarok 25 Mar, 2020 @ 7:55am 
Are the carrier computers really necessary given that they're now a vanilla thing?
Ragnarok 25 Mar, 2020 @ 7:55am 
Those still exist IIRC - scout wings.
TheEndangeredCarmine 24 Mar, 2020 @ 10:49pm 
So wait does this re-add fighters which use to be able to shoot down missiles and other strike craft?
KayaOnToast 24 Mar, 2020 @ 8:13am 
looks amazing! gotta try this right away
Ironguard 21 Mar, 2020 @ 7:22pm 
It is indeed a thing that would require a lot of testing and working, so you can just let go of this(your mod, your rule), but i hope this gets fixed so carriers wouldnt become obsolete late game.

Thx for all the hard work anyway!
Ironguard 21 Mar, 2020 @ 7:18pm 
Maybe adding 25(or insert any random numbers) more tiers of strike craft which does the same thing as others 100 repeatable techs?
It will only add to vanilla tech, which will make compatiblity issues minimum(tho i dont know much about modding so can be wrong). You can even buff strike craft hp with this solution since strike craft doesnt seem to get benefit from armor or shield tech(also can be wrong, but i've seen SCs being killed in droves even when i've done all repeatable tech upgrade via console).
Kiithnaras  [author] 21 Mar, 2020 @ 1:03pm 
Yeah, that sounds like something that requires additional testing to really suss out if the displays are lying about actual output and is slightly beyond the scope of this mod. I'd need to go dig into and modify vanilla techs and cause a host of incompatibility issues to fix that. It's...possible, but a bit hairy.
HandiHippo 21 Mar, 2020 @ 7:08am 
@kjm1066 Actually someone tested that on the Stellaris reddit and it's somewhat fixed, the fire rate tech works but not the fire damage tech

https://www.reddit.com/r/Stellaris/comments/fll61a/strikecraft_bug_testing_numbers/
Ironguard 20 Mar, 2020 @ 11:04pm 
https://www.reddit.com/r/Stellaris/comments/dtewvx/psa_strikecraft_even_more_bugged_than_previously/
This was a known bug from some time ago, but Paradox aren't doing anything about it. Although there are many things that Paradox turn a blind eye on, so not really special or anything.
I just hoped with the Juggernaut update they would finally fix it, but no, I am not sure they are even aware of this.
Ironguard 20 Mar, 2020 @ 10:53pm 
No, they didn't change anything from the previous version. It says they do(in text they seem to go up), but in reality they don't. Just try using console to upgrade repeatable tech, they will fall behind massively as tech increases.
Kiithnaras  [author] 20 Mar, 2020 @ 10:39pm 
Strike craft do receive bonuses from repeatable techs. This is a limitation of Paradox's displays. If you inspect a ship actually in the field, it will have the appropriate total DPS after all technology bonuses. This is the case for all weapons and is not exclusive to strike craft.
Ironguard 20 Mar, 2020 @ 10:23pm 
Strike Crafts still dont get bonuses from repeatable tech upgrades(in text they do, but not in reality. Just like previous versions). Any plan on fixing it? Like adding techs?
Don GORDO ZGENTO 20 Mar, 2020 @ 11:10am 
thx u for up date
Rough 20 Mar, 2020 @ 10:08am 
How does this work with 2.6? I thought they already added computers that do this thing?
The_Draco 20 Mar, 2020 @ 6:58am 
yah, I'm also up for the 250 range carrier computer, maybe better a 200 one for "normal" ships and a 250 one for Juggernaut, would be very nice. (or you could add a menue where we can change that, if that is possible xD)