Master of Orion

Master of Orion

Fighter Mods V2.0.3
24 Comments
GlassDeviant 3 Sep, 2018 @ 8:04am 
Is this compatible with the mod that increases fighter range from 60 to 100?

Also, the Rail Gun mod is gone, you might want to remove the link from your description.
Venusaisha 23 Dec, 2017 @ 1:38am 
"checks n balances" and often " two heads better then one". This mod and anthouer fighter mod as long as they don't overrite or complicate as must be tested in certian mod order. That may do the trick.:Diplomat:
Venusaisha 23 Dec, 2017 @ 1:33am 
I will test this mod with red earth bigger bombs for fighters(red earth) in Moose lite collection eventually. maybe it will 'checks n balances" and generate a loop fix.
killerproblem  [author] 23 Nov, 2017 @ 2:08pm 
Sorry y'all I haven't had the time to mess with ANY modding, or really play much of any games lately. I do hope to come back to this and give it an update, but i can't make any guess as too when i'll have the time again...
Kronosfobi 21 Aug, 2017 @ 4:43pm 
Awesome work. KEEP IT UP! :steamhappy:
Tuxu -=JeepC=- 15 Aug, 2017 @ 6:06pm 
Good workd man!
NGD Studios have no clue about what they're doing with this franchise... It's just like letting a bunch of clueless children run a 24 years old legend - oh wait...
necro55 24 Jul, 2017 @ 6:49pm 
Hello Killerproblem,
I have made it into late game, and I am findingn that a titan with PD weps and 21 heavy fighters cannot take down a battlestation or star fortrerss with Class5 shields, I am using a custom creative race, so I do have ALL the techs, and it can take down missile battreries and gun platforms, but even sitting directly adjacent it cannot do enough damage to beat out the stations shield regen rate.
If I sound annoyed, I am, but not at you, you are trying to fix the problem and I think you are on the right path, but they should not be this gimped.

Also, will the fighters use any of the late game upgrades from 5x mod?
Are you still maintaining this mod?
necro55 7 Jul, 2017 @ 9:41am 
I think I found a problem, or a at least something I am not undersstanding well.
1) I found the fighters have diminishing returns against armor. They attacked the same battlestation over and over and did less and less.
2) I found that after I think 6 attacks or maybe 7, fighters came baack to the carrier, did not launch any more.
Otherwise keep at it, I like that carriers can be viable!
Taktikus 6 Jul, 2017 @ 3:29pm 
I play your mod now and nothing can stop my ships with bomber bays and a good bomb. Is it possible that you like Fighters and Bombers too much? ^^
rhohltjr 8 Feb, 2017 @ 5:47am 
As I recall from MOO3, craft from carriers did it all. Attack and defend. Oh well, perhaps yet to be in an update.....
killerproblem  [author] 7 Feb, 2017 @ 6:34am 
fighters will not perform as point defence. they get treated as 1/2 missile 1/2 ship themselves, they only target ships and bases. more or less they are used like missiles, that can engage passing targets... carrier to carrier is just like a missile duel.
yes a fighter bay set as PD would be nice, but it's just not in the games AI code.
rhohltjr 7 Feb, 2017 @ 6:20am 
Thanks for the continuing effort. Have you seen or do you know if Fighters or Heavy Fighters are ever tasked to act as point defense(coded to)? What happens when 2 races with fighter bombers attack each other? The Fighters ever do point defense or engage the other(s) bombers?
killerproblem  [author] 27 Jan, 2017 @ 6:49am 
Yes, it seems to work fairly well now... at least within the limits of what I can reasonably mod. so unless someone finds a problem i haven't this is likely the version that will stick around for a while.
devin.bass 27 Jan, 2017 @ 5:22am 
Thinking about installing...is your mod now working to your satisfaction?
killerproblem  [author] 20 Jan, 2017 @ 2:25pm 
Yea, it looks like you need the hard shield module to stop SP cannons...
The early game fighters biggest limitation isn't the guns them selves but the lack of good computer support. If you take a race with + to beam attack they are much more effective... With +60 beam attack racial and the first computer you can shift to beam weapon armed ships early in the game... Was playing around with that using my proton pulse cannons as a close in brawler on cruisers on about turn 125ish...
Minotower 20 Jan, 2017 @ 1:16pm 
Did some testing, seems I was wrong about the shield damage reduction, it doesn't applies vs shield piercing.
Minotower 19 Jan, 2017 @ 3:36am 
The shield damage reduction still applies to shield piercing weapons.

Yeah, the games limits what gets read for each kind of module - item - ... For example I tried adding beam defense (avoidance) to drives and computers, it showed the line in the description but didn't calculate it. The only way I found to bring it in the game was to add the augmented engines declaration (movement module) to another module. So I do think we're really stuck with PD and bombs for fighters.

How about giving PD to all cannons, instead of bringing in new? If there's one thing that's not lacking in the game, it's the amount of guns available.

At the moment I'm testing the early weapons, I have shield I at 2 damage reduction, I'll probably go to 1 and have each shield reduce damage equal to it's number (so 1 - 3 - 5 etc.)
killerproblem  [author] 18 Jan, 2017 @ 9:34pm 
Hmmm, I may have made the top end speeds just a bit Too fast... I'm going to test some alternate speeds and acceleration rates to see what looks right and dosen't have them streaking to the target quite so fast at the end game... I'm thinking down by about 1/3 and lower the acceleration to about 1/2 - this should keep them cycling in the right time frame, but make them look like they're speeding up to the target, striking then haveing to break and turn to accelerate back to the carrier...
killerproblem  [author] 18 Jan, 2017 @ 11:11am 
As a note though the mass driver is shield piercing...
killerproblem  [author] 18 Jan, 2017 @ 11:09am 
Very much the same... I also tried adding the line for making them designeable...But i have found that the game limits whats on the fighters somewhere else. If you give the fighters 1000 space and 50 guns they don't respond in game like that loadout is on them... I can't seem to get them to use anything besides PD guns and bombs, any other entry seems to get ignored... Thats why i made and recommended the added guns, having a new PD gun thats 18 base damage come available right after the mass driver helped keep the fighters doing a decent bit of damage... the other option i looked at was changeing the PD mod to run at FULL damage and increasing the HP of missiles and fighters to keep things balanced... I'm still doing a run thru with the current version looking for issues. And plan on testing the upgraded PD version next.
Minotower 18 Jan, 2017 @ 10:01am 
I'm having my own go at balancing the weapons, what I found is that the shield's fixed damage reduction is a bit too high to make smaller weapons (more hits so more reduction) viable. E.g., a point def mass driver does 6 damage, if shield I then reduces this with 4, it's going to be hard to keep it competitive while not overpowering it vs a ship without shields.

To increase the number of guns on fighters I adjusted the amount in the ShipBluePrints yaml while increasing their space in the ShipHullTypes yaml. It seems to work, what did you do?
killerproblem  [author] 17 Jan, 2017 @ 6:25am 
Please, I'd like some feedback about how this Mod is working, have I got the fighters dangerous enough to be a good possible option? Have you run into any bugs?
killerproblem  [author] 15 Jan, 2017 @ 4:04pm 
The original text read as torpedoes... The bombers fire the same bombs you use on planets, and no they cannot bomb planets, they used them before this mod... I just tweaked the bombs to help the bombers fire rates... There is something in the game that not only allows them to use them in combat but also makes it so you can't change that either... I tried to get them to use torpedoes - all to no avail I'm afraid...
jackal720 15 Jan, 2017 @ 3:48pm 
Don't bombers use torpedos? I'm pretty sure they can't participate in planetary bombardment.