Stellaris

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!!!z_Enhanced Strike Crafts
   
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7.271 KB
13 Dec, 2016 @ 6:57am
9 Dec, 2017 @ 1:28am
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!!!z_Enhanced Strike Crafts

Description
This mod is intended to make strike crafts fly faster, attack harder and most importantly reach further.
It only tweaks vanilla strike crafts, meaning if you use mods that introduce new SCs, you have to tweak their stats. Otherwise their performance will be lackluster.

Following are changed files and entries.

(1) Added following line to \common\defines\defines.txt.
NDefines.NCombat.COMBAT_DETECT_RANGE_MULT = 2.5;

(2) Modified following lines in common\ship_behaviors\00_strike_craft.txt.
@engagement_range = 1300
@return_range = 1400

(3) Modified following files in \common\component_templates.

00_guardian_weapons.txt,
00_strike_craft.txt
00_weapons_critters_amoeba.txt
00_weapons_critters_mining_drones.txt
00_weapons_critters_swarm.txt
00_weapons_critters_ai.txt

Gist of the changes are:

Increased speed of strike crafts and equalized the value with rotation_speed and acceleration.

Drastically reduced attack cooldown

Drastically decreased launch time

Prethoryn crafts given fighter behavior and their weapons are set as PD.

CAUTION: I strongly recommend to set the fleet stance to passive. Ai is unable to find a target out of multiple mining stations and crafts will wonder between stations forever.
37 Comments
Giant.Scheming.Iron.HOMIE 5 Oct, 2017 @ 2:45am 
I'll keep it in my mind, thx
Femto  [author] 4 Oct, 2017 @ 5:15pm 
Oh, and I suggest that you repeat the same process (of copy/pasting and modifying defines) whenever Real Space is updated. Just in case, you know.
Femto  [author] 4 Oct, 2017 @ 5:11pm 
Good to know that it worked.
You are most welcome.
Giant.Scheming.Iron.HOMIE 4 Oct, 2017 @ 3:17pm 
it works!!!!!!!! Thanks Femto, really, thank you very much!
Femto  [author] 4 Oct, 2017 @ 10:23am 
It was my assumption that if there are same entries of defines to be loaded by multiple mods, the one loaded later will supersede.
I play-tested the ESC with Real Space and was patently proven wrong.

So, here is the solution I suggest.
Set up your own mod. It is explained in the Stellaris wiki as below.
http://www.stellariswiki.com/Modding

The mod file should say something like below (that's my personal mod):

name="!!!!!z_femto"
path="mod/femto"
tags={
"Balance"
}
supported_version="1.8.*"

So that it will be loaded last.

Create a folder for defines. Should be like "C:\Users\******\Documents\Paradox Interactive\Stellaris\mod\femto\common\defines"

Then copy "realspace_defines" which is unzipped from the Real Space and paste it into that folder. Change the COMBAT_DETECT_RANGE_MULT to 2.5.

I think this will do the trick. If not, please consult me again.
Femto  [author] 4 Oct, 2017 @ 9:49am 
Sorry. Did not catch your post for long. I will check it out.
Giant.Scheming.Iron.HOMIE 4 Oct, 2017 @ 5:19am 
the ID of Real Space is 937289339
Giant.Scheming.Iron.HOMIE 4 Oct, 2017 @ 5:18am 
but I don't know how to figur it out... what should i change here to make these compatible?
Giant.Scheming.Iron.HOMIE 4 Oct, 2017 @ 5:16am 
hey i finally find what could be a problem! it's still the compatible problem but with the mod Real Space because this mod changed the according files:

NCombat = {
COMBAT_DETECT_RANGE_MULT = 0.70 #1.05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT
#COMBAT_DETECT_RANGE_MIN = 3 #10
COMBAT_AREA_MIN_ATTACK_RADIUS = 0.07 #0.2
}
Giant.Scheming.Iron.HOMIE 2 Oct, 2017 @ 7:04am 
problem is that the AIs use it as normal weapon but not a pointer for aircrafts...and that modder doesn't want to pay more effort for it, pity