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Blueprint Unlimited: Starfighter Class - Mod
   
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1 Mar, 2018 @ 12:08pm
13 Mar, 2018 @ 12:27pm
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Blueprint Unlimited: Starfighter Class - Mod

Description
Blueprint Unlimited:

Blueprint Unlimited is a series of aditional Spaceships implemented into the game that should add more diverse tactics to the player. Very important to me is the fact that the new ships still have to be balanced compared to the vanilla spacecrafts to give the player no advatage caused by OP mod-content. When the Player use the new ships wisely it can make his fleets stronger. otherwise they just get shoot down.

Starfighter Mod: 2.0.*

The Starfighter Class is smaller than the Corvette and is used to be the fastest ship in the game and should be even more difficult to hit. If your opponent just spams large ships with L weapons, these fighters become really powerfull. The can be equiped with a Hunter set wich allows you to use 2 flak guns, or as a Bomber with 1 missile slot. And yes, they are avaliable from the start, so bombers are strong aganst enemy stations aswell in the early game.

Now it features the technologies of "Extra Ship Components 2.0 technologies" by NHunter:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1316044027&searchtext=

Stats:

HP: 100
Speed: 200
Utility Slot: 1
AUX Slot: 0
Ship Components: 2
Reaktor: yes
FTL: yes
Thruster: yes
Scanner: yes
Computer: yes
Evasion: 90% at start; expacted endgame stats: 120-125%
Combat disengage chance: 2.00
General fleet size: 0.75
Fleet slot size: 0.5
Base buildtime: 30


Mod description:

Does work with SCX 2.02; should work with NSC 2.01

The Mod supports all ingame languages. Well English and German are the languages that are fully translated.( If you like to help to translate into something else contact me)

If you have suggestions about balance and features, pls write below here.

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V1.01

Balance Update:

-ships were to difficult to hit and escaped to early from battle
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V1.02

Balance Update:

-ship speed reduced from 220 to 200. Advanced thrusters scaled it too high
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V1.03

- All languages of Stellaris added to the Mod
- Bomber section more expensive than hunter section
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V1.04

-supports all 2.0 versions
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V1.05

- ship computers added
- reactor power slightly increased
- Languages reworked: Ship components now avaliable in english or german; all other languages are described in english
-----------------------------------------
V1.06

- ship computers balanced
- Mod Page reworkNext plans:
-----------------------------------------
V1.07

- Extra Ship Components 2.0 technologies implemented:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1316044027&searchtext=
-----------------------------------------
V1.08

- Changed general fleet size: 0.75; Fleet slot size stays at 0.5
(This change results in comparing with higher tier ships. The fleet slot size stays the same so its still usefull to use them in fleets compared to the corvette, which has much more HP.)
- Hunter Secton has 1 aditional aux_ utility slot to compensate general fleet cost changes
- Escort Section added: it has 1 small weapon slot: but is as cheap as the hunter section. It has the aditional aux utility slot aswell.

Section costs: Bomer 50; Hunter 30; Escort 30
- Bug fixed: Vanilla tier 5 thruster avaliable from start


25 Comments
Viper 15 May, 2020 @ 12:38pm 
anybody know if this plays nice with 2.7.*?
dizzy 14 Mar, 2018 @ 3:16pm 
The mod is fine as is. I'm not suggesting you change the mod. You've made a great ship that has a great use just underneath the corvette. I'm suggesting you change the name a little to convey to people not familiar with this mod what it is.

It sounds like some esoteric fighter research mod from the name. But instead, it's a Patrol Craft Class mod. For example, to make it clear to someone browsing thru the mods, I'd title this as "Patrol Class mod: Starfighter" And then in the description, I'd make it clear in the first sentence it's a Class mod smaller than the corvette that is hyperlane capable, and then whatever else you want to say. My 2 cents. Anyway, good mod, +1
Pode 14 Mar, 2018 @ 11:18am 
I think Ana was asking for a name change not a component change, but still, your mod your call.
[AiR] FinalRecon  [author] 14 Mar, 2018 @ 11:02am 
the hyperdrive stays as it is
Pode 14 Mar, 2018 @ 10:57am 
Star Wars starfighters are hyperdrive capable in their own right, many other universes the singlebeing fightercraft depends on a host ship. Vanilla seems to go with the later approach, so I think calling these patrol craft is in order. That said, Star Wars is a hell of a precedent to go against, so it works as is too.
dizzy 14 Mar, 2018 @ 9:56am 
Its just this one. That drive wont show up for any other ship. Maybe I can get a patch for SCX? How is that done? I mean, there is a use for patrol craft like this... it's a cheap step down from a corvette and because its so fast, the ship can get around my empire pretty well. A small group configured the right way could do some damage.

On a seperate note, Your mod name is confusing. This mod adds what is arguably a patrol craft, a hyperlane capable ship that is less capable than a corvette, but it's no fighter, yet the name implies something entirely different.
[AiR] FinalRecon  [author] 14 Mar, 2018 @ 3:34am 
I checked my code and didn't found anything that can result the missing grafic for Dark Matter Drive. Is it just the case on my shiptype or on every ship?
[AiR] FinalRecon  [author] 14 Mar, 2018 @ 3:26am 
to make the ai use this ship design i need to change the county_types txt wich is also used by SCX and NSC.
dizzy 14 Mar, 2018 @ 12:36am 
The graphic for the Dark Matter Drive was missing, unsure if its this mod... I'm glad this is compatible with SCX Core and expanded ship components 2.0

Will the AI use this design?
[AiR] FinalRecon  [author] 13 Mar, 2018 @ 11:25am 
to scale range or damage i need to develope complete new weapons. Lets analyse a Battleship: size_multiplier = 8
fleet_slot_size = 4

When you count 1 Large weapon slot as 2 medium and 2 small as 1 Medium there are 12 Medium Gun slots on a Battleship.

so yea your right 4 gun slots too much...

right now the starfighter takes:

size_multiplier = 0.5
fleet_slot_size = 0.5

----------------------------------
i think doing it:
size_multiplier = 0.75
fleet_slot_size = 0.5

will balance it and you still get clear ship counts every 4 ships