Stellaris

Stellaris

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Rome:StrikeCraft+ No longer support. Went back to Skyrim :P
   
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1 Jul, 2019 @ 2:35pm
2 Jul, 2019 @ 8:53pm
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Rome:StrikeCraft+ No longer support. Went back to Skyrim :P

Description
NOT SUPPORTED CURRENTLY
MY GRAND STRATEGY FEVER WENT AWAY
I WENT BACK TO PLAY SKYRIM

Permission given to open up the files and learn, and release it as your own...not entirely sure if I can even give permission. But w.e give credit where is due just in case?

Have fun

Rome's mods presents, strikecraft +

The idea was based on replaying Mass Effect 3, and rewatching some shows. Strikecraft tend to have long range, longer than the ship itself.
With this...strikecraft become a tool for destruction against the AI and you. No matter the amount of PD you have...strikecraft will get through and cause damage.

Vanilla compatible, not ironman.

Changes:

-Behavior to make it engage from longer distances, considerably longer. Current values: @engagement_range = 500
@return_range = 400

-Numbers un-changed to prevent more load on the system.

-Damage increased by some instances in excess of 300%. Crisis strike craft, the gray goo and the prethoryn increased far more (finished re-reading the tyranids and their superiority in space.

-Fighters damage increased substantially as well, They are on par with damage to lv2 bombers. However they do not have bonuses to armor, so their role remains as interceptors. Their behavior still prioritizes missiles and enemy strike craft. Hopefully lending itself for the fighters to remain in use. Given the increased chance of survival for strike craft I am encountering a 'problem'? I have to decide if I carry Scout Wings (PD) or bombers. PD alone is not enough to take out strikecraft. Due to their slightly higher evasion and armor/shield values.

I noticed I've had to decide to change a few fleets to fighters only if I want to limit damage engaging bomber heavy opponents. I think...this is a good thing?

-Power consumption still on the works as well as their values on health, armor and shields. I've gone to both ends. Vanilla version they die too quickly...too high and they cause more damage than even Neutron launchers. Right now they are more towards the middle, perhaps on the weak side since they are rather powerful.

-The tests have been with my own fleets and against the prethoryn. A swarm of the latter will annhiliate you, period. The Prethoryn (in my mind the tyranid) are meant to loose in a war of attrition. This mini-mod came to be as a means to make the crisis who use strike craft dreadful to engage in.

-Engagement

4 Comments
John Shepherd N7117  [author] 3 Jul, 2019 @ 6:18pm 
@Faleap.
Unfortunately the only thing I was able to do was increase the speed of the strikecraft. But the switching is just out of my expertise.
Faleap 3 Jul, 2019 @ 12:24am 
Thanks mate. One other thing I noticed is that strikecraft seem to have very impractical aggro when fighting both a fleet and a starbase (or multiple of either) at the same time: They will randomly switch between the fleet and the base regardless of the distance between them, with the strikecraft spending 75% of the time in transit not shooting targets directly next to them.

Not anything to do with your mod, of course, but if you can somehow fix this every issue with strikecraft would be solved.

And thanks again, I never knew how much I needed this mod. Goes great with NSC carriers!
John Shepherd N7117  [author] 2 Jul, 2019 @ 4:26am 
Current values, @engagement_range = 500
@return_range = 400
Faleap 2 Jul, 2019 @ 12:22am 
THANK YOU! I was waiting forever for a simple and effective strikecraft mod to release. Can I ask how much you increased the engagement range?