Stellaris

Stellaris

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Designable Strike Craft
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10.303 MB
25 Oct, 2020 @ 2:07pm
12 Oct, 2022 @ 9:29pm
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Designable Strike Craft

In 1 collection by Daegan Jukes
Designable Strike Craft series
9 items
Description
*NSC & UI Overhaul Dynamic sub mod patches - https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2268279922

*Works with version 3.5.3*
*Works with zero/any DLC installed*

*mods installation troubleshooting - https://www.reddit.com/r/Stellaris/comments/j3kr8c/mods_not_loading_into_the_game/ *

Recommended Companion Mods -
Foxt's Minimalist UI - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1787376304
Hitpoint Bars for Foxt's Minimalist UI - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2499010281

Content:
- adds Heavy Fighter ( unlock w/ Advanced Carrier Operations research )
- adds Heavy Bomber ( unlock w/ Advanced Carrier Operations research )
- adds Heavy Torpedo Bomber section - (requires torpedoes 1 to unlock)
- adds Gunship bomber section - (requires autocannons 2 to unlock)
- adds Menacing Fighter - *Nemesis (crisis level 4) DLC, A.C.O. research to unlock

- adds Light Strike Cruiser - (light carrier, unlock w/ Light Strike Cruisers research )
- adds Strike Carrier - (battleship, unlock w/ Strike Carriers research )
- adds Light Strike Platform (unlock w/ Light Strike Platform research )
- adds Strike Command-ship - (Juggernaut) * w/ Federations DLC, Strike Command-ship research to unlock
- adds Menacing Galleon - (high hp battleship) *w/ Nemesis (CL 4 unlock) + Leviathans DLC, A.C.O. research to unlock
- adds Menacing Strike Cruiser - (light carrier) *w/ Nemesis DLC, A.C.O. research to unlock
- adds Star Strike Eater - *w/ Nemesis DLC , A.C.O. research to unlock

- adds Mixed Strike Hangar starbase strike craft module. ( deploys 1 Mixed Wing per module of highest rank researched )

- adds Electronic Attack Craft (These are small craft that are buildable at a starbase. They do not deploy as strike craft. These are limited to a max of 16 to 20, starting with 4 and scaling with naval capacity total.) - EAC are meant as configurable E-war ships. You will be hard pressed to deploy them using all available section slots. This is by design.

Featuring:
- Ship Designer Strike Craft (plus buildable ECM craft)
- War Exhaustion gained per ship kill multiplier lowered to 0.75 from vanilla 2.0 (lots of mod strike craft dying is problematic in a war)
- turrets visible on the mod strike craft
- some component slots on the mod strike craft use forward only weapon arcs (indicated in component ship designer mouse-over)
- new custom animated Galleon model
- new locators added to mod strike craft models
- added thruster particle effects to mod strike craft and ship trails are removed
- mod strike craft have custom animations (WIP more to come)
- event script based deployment of designed strike craft; functions close to how vanilla fighters deploy and reinforce
- fleet manager cleanup event scripts so you don't need to delete a bunch of empty strike craft fleets; does not touch non designable strike craft fleet templates.
- vanilla strike craft weapon research / policy properly affects DSC strike craft; regular weapon research / policy does not.
- vanilla weapon techs also unlock the mod strike craft versions of weapons
- vanilla cruiser & battle ship hp upgrade techs also add hit points to Light Strike Cruiser's & Strike Carriers from the mod.
- Script-powered E-war ECM and ECCM auras using my new Electronic Attack Craft and Titans (ECCM).

**HOW TO USE DESIGNABLE STRIKE CRAFT**
Currently you must have researched the Starhold starbase upgrade and at least the first rare tech introduced by this mod called Advanced Carrier Operations.

The mod strike craft and the other strike ships (once enabled via research) are all designable in the Stellaris Ship Designer.

Mod strike craft are NOT buildable at this time (for now). If you try to create a fleet with them in the fleet manager, they will not build and you will not be able to reinforce that fleet.

At this time, in order to deploy your DSC designs you must have one valid design of each mod strike craft class (one fighter and one bomber) available in the ship designer. You can have many variants of each and they will be randomly selected to deploy. If you do not have at least one fighter and one bomber in the designer, none of the heavy strike craft will deploy when the mod strike ships enter combat.

ONLY this mods ships and station modules are capable of deploying the mod strike craft.

Localization for the following -
- Spanish
- German
- Portuguese
- Polish
- Russian
- French
- simplified Chinese available through separate mod.

[discord.gg]
Popular Discussions View All (3)
10
30 Jun, 2022 @ 9:27am
PINNED: Mod compatibility list
Daegan Jukes
6
5 Apr @ 1:48pm
Compatibility Question
Drago Duval
1
10 Feb, 2022 @ 10:33pm
this mod is incompatible with Defense Fortress
Saddams Sweat
221 Comments
Daegan Jukes  [author] 11 Jan @ 9:06am 
that would be because just yesterday i caught up to DLC. the mod is complicated and requires that I bring my various tools and repositories up to date before I can verify if the mod is working again.
VanquishStar 11 Jan @ 8:43am 
i cant seem to find a way to open the ship designer or add a new fleet
卡尔文迪斯梅特 10 Jan @ 10:11pm 
I uploaded re-posted versions of this mod in January.I'm glad this mod was restored with updates, so I'd like you to take over the remake update for this mod.So can you just go through my friend request?
Daegan Jukes  [author] 10 Jan @ 9:39pm 
I have acquired more DLC and will look into updating this. Please be aware that I do not support re-posted versions of my mod.
基佬紫蕾丝边 15 Oct, 2023 @ 8:27pm 
现在还能用吗?
PHILIPPE 6 Aug, 2023 @ 8:21pm 
can you update it please, it's very intresting
Daegan Jukes  [author] 30 Oct, 2022 @ 8:24am 
vengeful noob is maintaining a submod for kurogane's and i have added it to the collection.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2882055423
Daegan Jukes  [author] 28 Oct, 2022 @ 7:00pm 
working on refactoring the script a bit. just tightening conditions to ensure the script is only checking the ships it needs to check as well as correcting some errors with scope navigation. hoping that translates to reduced pausing that sometimes occurs when the DSC fleets engage.
Daegan Jukes  [author] 13 Oct, 2022 @ 6:37pm 
some additional notes regarding AI usage and ECM dampener modules. AI controlled empires will consider dampeners that do not affect weapon types that the AI favors. if the AI favors explosive damage, then the AI will be far less likely to choose explosive dampening.

note that many of the auras i created, I did so thinking that the aura should have drawbacks and so generally affects ALL ships in the system. Hoping this creates a dynamic where you need to smartly choose your auras so you do not sway the battle in the favor of your enemy.
Daegan Jukes  [author] 13 Oct, 2022 @ 5:22pm 
I should add, when you research_all_technologies , by default all your neighbors go on a mad dash to catch up in tech. and if you really wanna get their face.. use the console commands to change the played empire to you and have them research all technologies as well