Stellaris

Stellaris

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Starfighters! [3.12]
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31 Jul, 2022 @ 8:36am
24 May, 2024 @ 11:47pm
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Starfighters! [3.12]

In 1 collection by Dragatus
Dragatus' Vanilla-ish Mods
8 items
Description
With this mod there are seven basic types of strike craft (and three level of advancement per type), corresponding to the five types of basic kinetic and energy weapons and the two types of point-defense. Unlocking each requires you to have the proper level of strike craft technology and a matching level in the corresponding weapon technology. Several additional types of strike craft are unlocked by researching various event/exploration/crisis based weapons. Finally, genetic ascension will give you access to upgraded Amoeba Flagella while psionic ascension will allow you to unlock special shielded strike craft.

For example, if you have Carrier Operations and UV Lasers you will unlock Laser Strike Craft, with Improved Strike Craft and Flak Cannons you will unlock Flak Interdictors, and with Advanced Strike Craft and Gauss Cannons you will unlock Gauss Starfighters.

Flak and PD technology will unlock strike craft with fighter behavior (will focus on enemy SC and guided weapons) while laser, railgun, autocannon, plasma and disruptor technology will unlock strike craft with bomber behavior (will go straight for enemy ships).

Other Changes & Details

Each type of SC will carry a weapon with stats derived from the S/P variant of whatever weapon it's based on.

Original SC from the unmodded game has been converted into the laser SC from this mod. Scout Wing is now a primitive sort of flak SC.

Special strike craft are unlocked with the following technology combos:
- Cutting Laser Strike Craft: Carrier Operations + Mining Drone Lasers
- Energy Siphon Strike Craft: Carrier Operations + Frequency Tuning
- Null Void Strike Craft: Carrier Operations + Null Void Beam
- Disintegrator Starfighters: Advanced Strike Craft + Extradimensional Weaponry
- Nanite Starfighters: Advanced Strike Craft + Nanite Autocannons
- Psionic Starfighters: Advanced Strike Craft + Precognition Interface + Psionic Shields + Phased Disruptors
- Oracle Starfighters: Advanced Strike Craft + Precognition Interface + Psionic Shields + Predictive Algorithms
- Avatar Starfighters: Advanced Strike Craft + Precognition Interface + Psionic Shields + Telepathy
- Gene-Seeded Amoeba Flagella: Amoeba Breeding Program + Gene Seed Purification
- Leviathan Amoeba Flagella: Amoeba Breeding Program + Gene Seed Purification + Genetic Resequencing

There are also a few general changes to SC compared to the unmodded game:
- all SC gain either the energy or the kinetic weapon type in addition to the strike craft weapon type
- SC have double hull, but no shields
- basic strike craft (tier 1) evasion increased from 65 to 70 and they are considered to use basic sensors
- improved strike craft (tier 2) evasion unchanged (80) and they are considered to use Gravitic Sensors (+5 tracking)
- advanced strike craft (tier 3) evasion increased from 80 to 90 and they are considered to be using Subspace Sensors (+10 tracking)
- Improved Strike Craft technology now also requires Ion Thrusters and Gravitic Sensors
- Advanced Strike Craft technology now also requires Plasma Thrusters and Subspace Sesnors

The various SC types also come with AI weights to guide the AI in using them. You can expect the AI to switch from energy based to kinetic strikers when the Unbidden arrive or to start using disruptor SC when the fallen empire next door awakens.


NOTIFICATION (March 2025)

I'm currently burned out on Stellaris and moved back to Crusader Kings. Eventually I'll come back and update all my mods, but I make no promises on the timeframe. In the mean time I give my blessing to anyone who wants to make an up-to-date re-release of my mods. I'd just appreciate a mention as the original creator. Now back to the mod.


COMPATIBILITY

This is a gameplay altering mod and as such it will prevent you from getting achievements.

The mod replaces two files:
1) .../Stellaris/common/component_templates/00_strike_craft.txt
2) .../Stellaris/common/component_templates/00_weapons_critters_amoeba.txt

Additionally the mod overwrites the technology entries for the three strike craft technologies, though this is done in a new file. The modified technology entries use the weighting from StarTech AI so they are compatible with that mod. As a side effect this does make the AI abnormally eager to research SC techs if you aren't using that mod, but that only ensures that the AI will have quality SC to use against you.

It will be incompatible with any mod that also edits these same file, but should technically be compatible with all the mods that don't. It may still be practically incompatible with mods that change weapons or the way combat functions too much.

KNOWN ISSUES
The technology research UI will show the strike craft technologies as giving you better strike craft, but doesn't inform you which ones exactly (if any at all - you might not have any relevant weapon techs). Likewise weapon technologies will show that they give you strike craft even if you do not have the required strike craft technology.

SHAMELESS SELF-PROMOTION

I would be grateful if you could rate the mod with either thumbs up or thumbs down. If you rate it with a thumbs up and you really enjoy it, please consider also marking it as a favorite. If you like this mod you might also like one of my other mods.

I also created a Discord server[discord.gg]
58 Comments
Sylxeria 11 Jun, 2024 @ 4:53pm 
Seeing this makes me miss the Fighter/Bomber split from way back when!
If I knew more about modding it'd be cool to try making a compat-patch for this and More Vanilla Components, maybe someday~
Dragatus  [author] 10 Jun, 2024 @ 1:31pm 
That might be a rare resource issue. What was your income of volatile motes, rare crystals and exotic gases?
Aesirion 10 Jun, 2024 @ 12:26pm 
having an issue with hangar bays on Starbases. Initially, they wouldnt put any fighters in them, even though I had several available, and then they did put in Tier 1 Autocannon fighters even though I had all Tier 3 fighters unlocked.
Dragatus  [author] 4 Jun, 2024 @ 11:44am 
What problems did you encounter?
Dragatus  [author] 24 May, 2024 @ 11:53pm 
v1.6.12
- Cetana's & Skravird Strike Craft now use bomber behavior and have +25% damage vs hull, +50% damage vs armor and -50% damage vs shields instead of +50% damage vs armor and 100% shield penetration. They also now have 40 hull and 90% evasion instead of 13 hull, 5 armor, 25 shields and 85% evasion.
- Gamma Starfighters now upgrade to Skravird Strike Craft instead of to Disintegrator Starfighters.
- Skravird Strike Craft renamed to Skravird Starfighters.
- AI empires normally have a 50% reduced preference for flak/PD strike craft, but they instead have a 50% increased preference for them during a Prethoryn Swarm crisis or if there is an awakened fallen empire on their border.
- AI empres have a 25% reduced preference for bomber strike craft with short engagement range (disruptor & autocannon SC). Psionic and Nanite Starfighters are not affected.
- Fixed AI checking if it had Volatile Motes instead of Nanites in order to decide whether it should use Nanite Starfighters.
Dragatus  [author] 2 Mar, 2024 @ 4:21am 
If they work together technically that's great, but I don't think they fit together thematically. Still, the golden rule applies. If you're having fun playing in whatever way you play, you're doing it right.
Sunconure11 28 Feb, 2024 @ 2:48am 
I use the two together fine.
Dragatus  [author] 23 Feb, 2024 @ 10:31am 
My educated guess is that it isn't.
Elden Ring 2 when? 21 Feb, 2024 @ 10:32pm 
is this compatible with strike craft diversity?