Stellaris

Stellaris

Strike Craft as Fleet Support
17 Comments
mk-fg  [author] 18 Dec, 2018 @ 11:34am 
Haven't played 2.2 yet, so don't know :)
Still playing my 2.1 game slowly, and would rather wait for few bugfix patches to arrive after a major patch like that.
Glaro_DRA 18 Dec, 2018 @ 9:12am 
Hey mk-fg, just wanna know what you think of 2.2 and strike crafts and if you ll update this mod :3 loved it
The Tribunal 19 Sep, 2018 @ 3:00pm 
i like that the stellaris mod community has a corner that is so passionate about making dope space jets viable. thanks for the mod.
Doc 14 Aug, 2018 @ 5:49am 
Yeah, the starbase upgrades are a vanilla issue. I just hadn't noticed before. Top notch mod here, and in my opinion the best one for adressing the woeful state of strikecraft.
mk-fg  [author] 13 Aug, 2018 @ 6:49am 
@Krovoc
> I'm want to add strike craft to my weapons mod. Instead of using vanilla as a starting point I want to use your mod as a start. That okay?

Yeah, perfectly fine, with or without attribution of any kind. Github repo should have WTFPL license in it, I think.
Good point about adding some kind of license link here, actually...


@Doc
> Noticed that the starbase hangar strikecraft don't upgrade on their own.

I think it's a known stellaris issue that starbases only upgrade under certain strict conditions or timers, or at least that was the case when I played few months ago.
Would suggest checking forums for how that works - pretty sure people figured that right after 2.x update - and maybe look for a workaround or a mod that forces such upgrades more often, which should be compatible with this one.
Doc 26 Jul, 2018 @ 1:15am 
Noticed that the starbase hangar strikecraft don't upgrade on their own.
Briggs 23 Jul, 2018 @ 9:37am 
I'm want to add strike craft to my weapons mod. Instead of using vanilla as a starting point I want to use your mod as a start. That okay? Here is the credits as written so far in the file.

# In initial balancing was done based on mk-fg's mod Strike Craft as Fleet
# Support because I was in the middle of a game and decided I want strike craft,
# but didn't want to commit heresy by using the normal ones, and was too lazy to
# put much effort into it. I just wanted to get back to my game.

# I litterally copied and pasted the variables from that mod into this, and went
# from there.

The mod in question, by the way, is Wrath of the Goddess. Hence "heresy".
mk-fg  [author] 27 May, 2018 @ 9:24pm 
And same goes for other existing fighters like amoebas - don't really know if they need any changes, and wouldn't know what to change them into.
Iirc they were pretty powerful despite being slow, so probably not for chasing corvettes, but rather something close to torpedoes.
Though again, didn't really test them now, maybe outdated knowledge from ~1.6.
mk-fg  [author] 27 May, 2018 @ 9:23pm 
Yeah, I didn't touch or test amoebas or any *sikrit-other-stuff*, and they both live in a separate file(s), so can be addressed by a different mod.

Only seen researchable amoeba fighters myself, didn't see others (yet?).
Definitely don't want to add any new techs or fighter classes here, if that's what you mean - no reason to do it here, as it can be done in a separate mod, which shouldn't conflict with this one.

Also, don't think there's any room for more general-purpose SC, as these 3 (circa PD ones) already cover all tech tiers.
SC for different role can be added, but dunno which one - I'd say there're redundant weapons in game as it is (esp. among large ones), no point adding more.
Lailah 27 May, 2018 @ 8:03pm 
Any chance of mucking with the various side techs, like Amoeba Flagella, Prethoryn, or The New Guys? I haven't tested them extensively but I at least see that Flagella still launch 1 by 1. I know you can't reverse engineer the new guys but it'd be nice for them to be a bit more threatening. IDK if they need to have their stats altered, but at the least, simultaneous launches won't hurt any of it.
King Harold 26 May, 2018 @ 11:17pm 
Thanks for all the hard work on this mod.
mk-fg  [author] 25 May, 2018 @ 5:53am 
@Parse As mentioned in an earlier comment - not going to do that myself, as I don't play with NSC.
mk-fg  [author] 20 May, 2018 @ 11:16pm 
If I had to guess btw (dunno what "inability to wage war" means in-game), I'd check Enhanced AI and war exhaustion mod you have there, esp. if you mean war exhaustion issues, as these both seem modify that and seem to be incompatible w/o additional changes (check comments on Archaeon's mod for details).
But then there are also few other mods (playstyle ones) which should tweak diplomatic actions, so if issue is with these missing, can be one of those.
mk-fg  [author] 20 May, 2018 @ 10:55pm 
@Trisimix
Pretty sure it can't do that, being mostly number tweaks in 00_strike_craft.txt, which also explains why removing it doesn't change anything.
Also, with stuff like ISBS on that list, it might not be used at all - if ISBS balance mod has override for same file, that's what will be used instead, and installing/removing this one will have no effect at all.
trisimix 20 May, 2018 @ 6:12pm 
Unfortunately, with the mods in this list: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1341068138
Your mod causes an inability to wage war, even worse it disables it for that save permenantly, even after removing the mod. Only after disabling and restarting will war work again.
mk-fg  [author] 30 Apr, 2018 @ 8:30pm 
Can be done, sure, but probably by someone who plays NSC and knows how stuff is balanced there.

Never played with it myself, so probably not me, but same simple process should work:
- Define different extreme ship builds/compositions there and tech tiers for these.
- Decide on how you want same-tier strike craft to perform against each (win/loose, by how much).
- Run battles and tweak parameters until things work as you want them to.

Not sure about NSC, but in base game there are clear parameters that determine peformance against each thing. For example, damage vs big ships you tune with dps, then vs boats with tracking, flaks - health/shields, pd lasers - evasion, etc.
thorman123456789 30 Apr, 2018 @ 7:59pm 
is it possible to make it compatable with nsc?