Stellaris

Stellaris

SD's Better Strike Craft 2
49 Comments
Raszul 4 Jan, 2019 @ 7:11pm 
Notes:
Combat AI
This is a list of targeting priorities,sort all targets as described, then pick the one hat is first on that list, if more then one then apply the next priority, or if there is no more priorities then pick at random
If a priority would result in no valid targets skip that priority instead.

Nearest (5 range)
this means "Sort from smallest to largest By round(Range/5)" then pick the first - which will usually be several craft/targets in larger battles.


Not sure if that kind of Targeting Priority is possible, but it would really help the FIghters pick targets and finish of wounded ones rather than spread their DPS evenly ...
Raszul 4 Jan, 2019 @ 7:06pm 
I would love if you could expand on this mod a bit more. I love strike craft but atm they suck

This is what I'd like to see:

Bomber
targets ships
torpedo style weapon (high dps, low rof)
high shield, high hull
Combat AI: Biggest, Nearest (5 range), Lowest HP (5%), highest DPS (10/s), Nearest to Fleet (10 range), Nearest

Fighter
targets ships and strike craft
autocannon style weapon (moderate dps, moderate rof)
Combat AI: Bomber, Fighter, Interceptor, then as Bomber Combat AI

Interceptor
targets ships, strike craft and missiles
medium shield, low hull
Combat AI: Bomber, Torpedo, Fighter, Missile, Interceptor, Nearest to Carrier (10 range), lowest HP (5%), Nearest


Bomber for DPS
Interceptor for Strike Craft PD
Fighter for hybrid but worse than either at their role


Any chance you could include something like that in your mod - or better make a separate one for that?
That would be absoluetly fantastic!

Thanks for your work!
RobotWaifuForU 17 Dec, 2018 @ 2:21am 
Which mods need to subscribe to get good fighters?
They seem to contradict or duplicate each other.
Peter34 27 Aug, 2018 @ 6:00am 
Interesting mod. I just wish there was a way to create a ship with lots of Hangar slots. Not an OP one, but just "trading" other weapon slot types for as many Hangar slots as possible.
JameJame  [author] 28 May, 2018 @ 4:16pm 
Well, if we both edit the same files then no, it will not work. The files this changes are listed, compare it to whatever mod, if there is a conflict them one of them will break. I don't test against mods I don't personally use. It would be nice if Paradox would sort their modding shit out so this doesn't come up constantly, there is no reason I should have to edit the base files like this, but its out of my hands.,
mk-fg 13 May, 2018 @ 10:04pm 
@ryancup
Both this mod and NSC overwrite common/component_templates/00_strike_craft.txt, and given how alphasort-order is used for overrides, NSC fighter stats (and new tiers of fighters from there) will be used over this mod.
Mod you've linked does the same, and is even highier in load order, overwriting fighters from NSC.
So afaict none of these should be compatible with this mod in any way, or any fighter mod for that matter, unless it only adds new techs without modifying existing fighter stats.
mk-fg 28 Apr, 2018 @ 2:38pm 
As I was also thinking about what to do with these things, and being somewhat of an idiot completionist, decided that maybe generalist "jack of all trades, master of none" role would be good, so created a mod to that effect and without any other changes, heavily inspired by this one:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1372641051
JameJame  [author] 28 Apr, 2018 @ 1:12pm 
Hmmm, those are some good observations mk-fg, thanks for making them. I think pretty soon I'm going to just sit down and really just test the crap out of things until I can get results that make sense. Fighters/Bombers are just a complete mess in Stellaris and trying to find the magic balance on them is a chore. Pretty soon I'll push out the next update and that will include proper testing this time around.
mk-fg 28 Apr, 2018 @ 11:48am 
To amend my previous msg:
PD gets much better the longer the battle goes on as fighters die-off, and I've only ran tiny battles with up to a dozen ships, so that conclusion probably doesn't apply to more realistic mid/large battles.
mk-fg 28 Apr, 2018 @ 8:37am 
Watching space fights play out a bit with this mod, found that bombers got way too tough - while some 2x bunch of PD destroyers would still kill them easily, in fleets of equal size/cost, PD is useless against bombers - they always live longer than host ships, if opposing fleet has any non-pd weapons at all.
Which makes ignoring PD entirely a best tactic vs hangars by a huge margin (esp. because it'd work vs everything else too), and just focus on killing carriers as fast as possible.
mk-fg 28 Apr, 2018 @ 8:24am 
Wrt common/ship_behaviors/00_strike_craft.txt - given that it changes scout behavior to follow fleet (instead of charging on) and their distance/range, it doesn't seem to be "for testing" thing, but rather an important/documented part of what mod does.
mk-fg 28 Apr, 2018 @ 8:14am 
@Cúchulainn
Maybe it was a bug in one of 2.0.2 builds, as it doesn't exist as of 2.0.4 with or without the mod.

How to test: start new game, use console (ai, research_all_technologies, instant_build, pp, pp), design/build e.g. couple of hangar cruisers vs bunch of all-pd destroyers, put fleets at a distance in a next-door system, console "attackallfleets" and order them to attack each other, watch destroyers kill all the fighters and cruisers with pd.
Cúchulainn 24 Apr, 2018 @ 9:19am 
@FurtherV , is that with/without this mod???
Bdeslaurs 2 Apr, 2018 @ 7:42pm 
Is this compatible with NSC2?
JameJame  [author] 1 Apr, 2018 @ 12:56pm 
Oh man, I don't think so. Really? Damn time for some OP strike craft lol. There isn't a "damage vs" sort of thing, just a damage value. So if they bugged that somehow they'll have to patch it ;(
FurtherV 1 Apr, 2018 @ 2:11am 
There is currently a problem in 2.0.2 where PD deals 0 damage against strikecraft. Can you fix that too?
Gnasty Gnome 30 Mar, 2018 @ 6:06pm 
do you have any recommendations for mods that would transition stellaris combat to be more carrier based?
JameJame  [author] 21 Mar, 2018 @ 10:58pm 
There you go, I added a list of changed files :)
dizzy 21 Mar, 2018 @ 8:02pm 
NHunter would like to know what files you altered.
dizzy 20 Mar, 2018 @ 7:22pm 
Well what files did you alter?
JameJame  [author] 19 Mar, 2018 @ 12:29pm 
I have no idea, I'm not familiar with that mod. My instinct is probably no, but it really depends on how the mod author did things. Feel report to report back with your results
dizzy 19 Mar, 2018 @ 11:55am 
So this works with Extra Ship Components 2.0?
JameJame  [author] 19 Mar, 2018 @ 11:10am 
Yeah that's been my angle thus far. I'll have to look at good ways to do some testing. Strike craft should be the most powerful weapons (per slot) IMO, but should be properly countered by flak guns. But I keep hearing that PD is bugged but I haven't heard how exactly..
dizzy 19 Mar, 2018 @ 7:15am 
Well, I'd err on the side of caution before you make it OP. Perhaps more testing is in order?
JameJame  [author] 18 Mar, 2018 @ 1:09pm 
Ascorius, shit really? I bumped them A LOT lol, damnit. Hmmm. Any suggestions? I can just up their damage ever more but I wonder if there isn't an seperate issue that's making them underperform so badly
Ascorius 18 Mar, 2018 @ 7:40am 
The strike craft in vanilla are completely useless. They are basically emtpy slots on your ships. Even advanced strike craft do much less damage than small weapons. I did some testing with this mod and they do seem a lot stronger, but they are still a bit too weak in my opinion. I put together a fleet of Carrier focused battleships, but the single rear mounted large weapon on the ships outdamaged the strike craft (3 slots) by a large margin.
Noobier 13 Mar, 2018 @ 9:44am 
Nice mod. But the fighters seem to move very fast now, wich looks kind of odd in vanilla.
Btw: I made a small german translation for your mod. Feel free to integrate it.
https://www.dropbox.com/s/3vlk0ob0ah5sp5g/sdds1_l_german.yml?dl=0
JameJame  [author] 12 Mar, 2018 @ 11:39am 
Argh a typo! Fixed :) Thanks!
NoRudeLaw 11 Mar, 2018 @ 8:47pm 
Testing it out now, hopefully this fixes the massive gagglef#!$ that they made strike craft into. Especially considering that they're pretty much "required" now for any large ship that you want equipped with PD (since the only way to get PD on a cruiser/battleship is to pick a part that also has a hangar), unless you actually enjoy having empty weapon slots.

One thing I did notice already though; a slight typo on the mouseover tooltip for Warbred's. You misspelled "brethren" as "brethern".
X'Zaguer 5 Mar, 2018 @ 12:19pm 
is this mod compatible with the Extra Ship Components 2.0 mod?
JameJame  [author] 4 Mar, 2018 @ 9:16pm 
Actually I have a "patch" for Realistic ships that adds a few more carrier options. Someone made a Titan carrier mod too.
dustoff 4 Mar, 2018 @ 7:54pm 
Cheers, I'm gonna check it on next play through.
May add a carrier mod though :-)
JameJame  [author] 4 Mar, 2018 @ 7:12pm 
Yup, that's the one.
dustoff 4 Mar, 2018 @ 5:35pm 
Do you mean Tal Ara'nh's 'Realistic Ships' mod?
JameJame  [author] 4 Mar, 2018 @ 3:43pm 
What Snipin said. 4 types is really too few, but NSC adds just too many different kinds of ship types. Realistic is about right. I could even do with one less Dreadnought type even.
Cytrix Drakani 4 Mar, 2018 @ 2:15pm 
i think it's the whole "there's 100000 different types of ships now" thing
dustoff 4 Mar, 2018 @ 1:08pm 
Hey thanks for reply. Just curious, too busy in what way, too many defence stations, large ships?
JameJame  [author] 4 Mar, 2018 @ 1:06pm 
I don't really use NSC, I'm a Realistic Ships guy. I think NSC makes things too busy personally.
dustoff 4 Mar, 2018 @ 12:59pm 
Just wondering if a compatability with NSC 2 will be made.
NSC put fighters back in
Cytrix Drakani 4 Mar, 2018 @ 12:26am 
"Lastly I removed the laser graphics and replaced them with bullet-y looking things. "

n i c e
ADent01 3 Mar, 2018 @ 11:59pm 
Nice mod! Thank you!

To prevent strike craft from flying to the other end of the universe and back when being deployed try changing formation_distance = 20 for bombers.

thorman123456789 3 Mar, 2018 @ 9:55pm 
nsc just had a massive update which separates fighters and bombers... which makes me wonder if that change conflicts with this mod... will it work with this mod or will it need a compatability patch?
JameJame  [author] 2 Mar, 2018 @ 11:50am 
@free Your welcome! I was pretty sure they can't but I did check real quick in the code and no, autocannons can't target things like missiles and fighters.
Cleveland 2 Mar, 2018 @ 7:06am 
Hi and thanks for the mod. I really wanted to finally be able to use vanilla carriers in Stellaris, but no dice. Anyway, this isn't really related to your mod but it popped into my head when I read that you made Scouts into PD - do you know if the autocannons can shoot at strike craft and/or guided weapons?
MinosAsterion 1 Mar, 2018 @ 12:12pm 
I remember messing around with the values and I think the rotation was 0.1 but when I tested it with 1 I attacked a station they started spinning on top of it so I didn't like it but didn't test it against fleets , personally I bosted the Strike craft a little bit and also make them work like point defense and they butcher Torpedo corvettes but still lose against a non strike craft battleship head on, personally I like that
JameJame  [author] 1 Mar, 2018 @ 12:02pm 
Scouts are PD, although they are in default. Rotation speed is 3 for scouts and 1 for bombers. The default is like 0.2 or something absurdly wrong. I do notice that their longevity (as of 2.0.2beta) is still pretty terrible though. I'm going to experiment a bit with some values still. I'll say they work great if the enemy has no PD lol
MinosAsterion 1 Mar, 2018 @ 11:19am 
How much rotation speed did you left them with, I personaly find that 0.2 is pretty neat, also if you change the
weapon_type = instant
projectile_gfx = "scout_laser_1"
to the weapon_type = point_defence they start working like figthers(if you do know this why did you left them like bombers?)
JameJame  [author] 1 Mar, 2018 @ 9:46am 
Yeah I noticed they were performing badly, but I wasn't sure why until I set the speed to lowest and actually watched what was going on.
Allowishus Fuddpucker 1 Mar, 2018 @ 4:59am 
Thanks for the mod. I have over 2000 hours in game and I never knew they sucked that bad, just never used them.