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Still playing my 2.1 game slowly, and would rather wait for few bugfix patches to arrive after a major patch like that.
> 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.
# 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".
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Though again, didn't really test them now, maybe outdated knowledge from ~1.6.
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.
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.
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.
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.
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.