Stellaris

Stellaris

Blueprint Unlimited: Starfighter Class - Mod
25 Comments
Viper 15 May, 2020 @ 12:38pm 
anybody know if this plays nice with 2.7.*?
dizzy 14 Mar, 2018 @ 3:16pm 
The mod is fine as is. I'm not suggesting you change the mod. You've made a great ship that has a great use just underneath the corvette. I'm suggesting you change the name a little to convey to people not familiar with this mod what it is.

It sounds like some esoteric fighter research mod from the name. But instead, it's a Patrol Craft Class mod. For example, to make it clear to someone browsing thru the mods, I'd title this as "Patrol Class mod: Starfighter" And then in the description, I'd make it clear in the first sentence it's a Class mod smaller than the corvette that is hyperlane capable, and then whatever else you want to say. My 2 cents. Anyway, good mod, +1
Pode 14 Mar, 2018 @ 11:18am 
I think Ana was asking for a name change not a component change, but still, your mod your call.
[AiR] FinalRecon  [author] 14 Mar, 2018 @ 11:02am 
the hyperdrive stays as it is
Pode 14 Mar, 2018 @ 10:57am 
Star Wars starfighters are hyperdrive capable in their own right, many other universes the singlebeing fightercraft depends on a host ship. Vanilla seems to go with the later approach, so I think calling these patrol craft is in order. That said, Star Wars is a hell of a precedent to go against, so it works as is too.
dizzy 14 Mar, 2018 @ 9:56am 
Its just this one. That drive wont show up for any other ship. Maybe I can get a patch for SCX? How is that done? I mean, there is a use for patrol craft like this... it's a cheap step down from a corvette and because its so fast, the ship can get around my empire pretty well. A small group configured the right way could do some damage.

On a seperate note, Your mod name is confusing. This mod adds what is arguably a patrol craft, a hyperlane capable ship that is less capable than a corvette, but it's no fighter, yet the name implies something entirely different.
[AiR] FinalRecon  [author] 14 Mar, 2018 @ 3:34am 
I checked my code and didn't found anything that can result the missing grafic for Dark Matter Drive. Is it just the case on my shiptype or on every ship?
[AiR] FinalRecon  [author] 14 Mar, 2018 @ 3:26am 
to make the ai use this ship design i need to change the county_types txt wich is also used by SCX and NSC.
dizzy 14 Mar, 2018 @ 12:36am 
The graphic for the Dark Matter Drive was missing, unsure if its this mod... I'm glad this is compatible with SCX Core and expanded ship components 2.0

Will the AI use this design?
[AiR] FinalRecon  [author] 13 Mar, 2018 @ 11:25am 
to scale range or damage i need to develope complete new weapons. Lets analyse a Battleship: size_multiplier = 8
fleet_slot_size = 4

When you count 1 Large weapon slot as 2 medium and 2 small as 1 Medium there are 12 Medium Gun slots on a Battleship.

so yea your right 4 gun slots too much...

right now the starfighter takes:

size_multiplier = 0.5
fleet_slot_size = 0.5

----------------------------------
i think doing it:
size_multiplier = 0.75
fleet_slot_size = 0.5

will balance it and you still get clear ship counts every 4 ships
Alpha Titan 13 Mar, 2018 @ 3:18am 
I feel like this is a great concept, but the fact that you can get 16 torpdo slots or 32 point defence slots for the fleet capacity of a battleship is too much. is there a way of adding a range or damage penalty to better scale the ships?
Mikado 2 Mar, 2018 @ 6:52am 
Cool. it was not a problem as you said. Thanks again for this mod, i like it !
[AiR] FinalRecon  [author] 2 Mar, 2018 @ 6:48am 
Problem fixed....update soon
[AiR] FinalRecon  [author] 2 Mar, 2018 @ 6:28am 
nope doesnt work......is it possible that i have to link the locakisation folder to something?
Mikado 2 Mar, 2018 @ 6:10am 
l_english:

fighter_class_-_mod_initialisor_NAME:0 "Fighter Class - Mod"
fighter_class_-_mod_initialisor_DESC:0 "Editional Fighter Class"
fighter:0 "Fighter"
Mikado 2 Mar, 2018 @ 6:10am 
It works for me and all my mods. This line just applies a simple translation.
syntax is : fighter:0 "Fighter"
[AiR] FinalRecon  [author] 2 Mar, 2018 @ 6:04am 
doesnt change anything
[AiR] FinalRecon  [author] 2 Mar, 2018 @ 5:59am 
i will try thanks
Mikado 2 Mar, 2018 @ 5:52am 
add this line in your l_english_fighterclass.yml
fighter:0 "Fighter"
Mikado 2 Mar, 2018 @ 5:44am 
Yes you're, just to be how to say.... perfectionist ^^
Ships become invisible ? Looks like a entity name issue ^^. i check.
[AiR] FinalRecon  [author] 2 Mar, 2018 @ 5:30am 
But at least the Mod works...whether it there is a small f or a big F.....i like to fight with my bomer squadrons ;D
[AiR] FinalRecon  [author] 2 Mar, 2018 @ 5:26am 
When i change it ships become invisible somehow....weard.
Mikado 2 Mar, 2018 @ 4:50am 
Really ? Strange ^^. I will check on my side. Enjoy your week.
[AiR] FinalRecon  [author] 2 Mar, 2018 @ 4:12am 
there are some troubles in the code when i change the F....try to figure out why
Mikado 2 Mar, 2018 @ 2:47am 
Hi. Can you put a "F" instead of "f" for fighter. i know.... ^^