Stellaris

Stellaris

Designable Strike Craft
221 Comments
Daegan Jukes  [author] 11 Jan @ 9:06am 
that would be because just yesterday i caught up to DLC. the mod is complicated and requires that I bring my various tools and repositories up to date before I can verify if the mod is working again.
VanquishStar 11 Jan @ 8:43am 
i cant seem to find a way to open the ship designer or add a new fleet
卡尔文迪斯梅特 10 Jan @ 10:11pm 
I uploaded re-posted versions of this mod in January.I'm glad this mod was restored with updates, so I'd like you to take over the remake update for this mod.So can you just go through my friend request?
Daegan Jukes  [author] 10 Jan @ 9:39pm 
I have acquired more DLC and will look into updating this. Please be aware that I do not support re-posted versions of my mod.
基佬紫蕾丝边 15 Oct, 2023 @ 8:27pm 
现在还能用吗?
PHILIPPE 6 Aug, 2023 @ 8:21pm 
can you update it please, it's very intresting
Daegan Jukes  [author] 30 Oct, 2022 @ 8:24am 
vengeful noob is maintaining a submod for kurogane's and i have added it to the collection.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2882055423
Daegan Jukes  [author] 28 Oct, 2022 @ 7:00pm 
working on refactoring the script a bit. just tightening conditions to ensure the script is only checking the ships it needs to check as well as correcting some errors with scope navigation. hoping that translates to reduced pausing that sometimes occurs when the DSC fleets engage.
Daegan Jukes  [author] 13 Oct, 2022 @ 6:37pm 
some additional notes regarding AI usage and ECM dampener modules. AI controlled empires will consider dampeners that do not affect weapon types that the AI favors. if the AI favors explosive damage, then the AI will be far less likely to choose explosive dampening.

note that many of the auras i created, I did so thinking that the aura should have drawbacks and so generally affects ALL ships in the system. Hoping this creates a dynamic where you need to smartly choose your auras so you do not sway the battle in the favor of your enemy.
Daegan Jukes  [author] 13 Oct, 2022 @ 5:22pm 
I should add, when you research_all_technologies , by default all your neighbors go on a mad dash to catch up in tech. and if you really wanna get their face.. use the console commands to change the played empire to you and have them research all technologies as well
Daegan Jukes  [author] 13 Oct, 2022 @ 5:20pm 
its a good question. as far as the ships in combat they behave just as any other ship would. as far as how often does the AI equip the modules? this version of the mod the strike craft are core components so they WILL be equipped. but the next level you have to drill down to is will the AI build the ships and that is dependent on the new AI code used in each of the DSC ship sizes. I have only just added that code so I have not had time to extensively test. but anybody can get this mod, jump in a game and bring up the console to type in research_all_technologies and test their hearts out!
Revan4221 12 Oct, 2022 @ 10:43pm 
How well does the AI use this?
Daegan Jukes  [author] 11 Oct, 2022 @ 8:16pm 
updates for submods and the alt version are also coming. just gotta spend the time on them.
Daegan Jukes  [author] 11 Oct, 2022 @ 8:12pm 
updated to current version. Enabled ECM craft and system auras. this update only got English localization because... localization takes time and I am just using google translate lol.... I'll get more languages updated later.
Daegan Jukes  [author] 10 Oct, 2022 @ 2:36pm 
@Ajey as you know from reaching out to me on discord, you do indeed have permission to add this to your mod.
Daegan Jukes  [author] 10 Oct, 2022 @ 2:33pm 
welp haha. I was wrong. I finally got back around to working on this. For this version, it probably does adversely affect ships of all sizes because this version uses the country file. sooooo I am currently working on a fix for this version. the alternative version does not use the country file and likely works better. but I will still visit both versions to bring them back up to full compatibility. toxics apparently got a ship set so that is also on deck to be added.
Ajey 4 Oct, 2022 @ 2:11pm 
@Daegan Jukes

i added you because i wasn't able to contact you via discord. i would like to ask you for permission to rework your mod for ACG since i am running into graphical issues with vanilla strikecraft combined with ACG but i think your way of modifying strikecraft could be a solution to my issues. i would give full credit to you of course. please let me know if you are fine with me reworking your code for my ACG overhaul project. thank you in advance!
Daegan Jukes  [author] 15 Sep, 2022 @ 8:02pm 
I'll see about a compatibility update soon. should still basically work but I haven't had the time to catch up on updates until recently.
[VII] zagaridus 2 Sep, 2022 @ 10:06pm 
(ATTENTION) apparently the mod is not compatible with V3.4 will remove construction ships, at least for me
AlphaLoures 29 Jul, 2022 @ 9:00pm 
Hi, I would like to ask does this still work on 3.4?
SalmonFeet 24 May, 2022 @ 7:24am 
@lordfil I'll check
Lordfil 14 May, 2022 @ 3:58am 
does this still work?
Daegan Jukes  [author] 28 Feb, 2022 @ 10:35pm 
ECCM counter effects are script controlled and were really broken prior to Paradox patch to fix auras that lingered after leaving a system.
Daegan Jukes  [author] 28 Feb, 2022 @ 10:32pm 
man I get how text is important to this game but holy heck is it time consuming.

in the meantime here is a sneak peak at some modules the buildable ECM strike craft will be able to use.

New unique required components for ECM craft only -
System Wide Sensor Jam
System Wide Sensor Cloak
System Wide Weapons Dampening
ECM specific computers to help with the ECM craft power and defense.

ECM craft are being designed to provide system wide sensor jamming and weapons dampening using a double edged sword idea - they are great for helping to hide flanking maneuvers or just limiting intel in general; and giving a damage edge if you are paying attention to the opposing forces damage type. The catch is for the more powerful modules, it affects both sides. I am calling them Omni Auras.

Titans will gain an ECCM module to automatically counter any ECM effects in the system. ECCM is also an Omni Aura. Titan and Juggernaut auras will not be affected by ECCM.
Daegan Jukes  [author] 24 Feb, 2022 @ 1:04pm 
version update, no changes needed.
Daegan Jukes  [author] 23 Feb, 2022 @ 4:59pm 
yep. ECM mod dev is back on the rails. *soon*
Daegan Jukes  [author] 23 Feb, 2022 @ 2:42pm 
*reads patch notes*
"* Fixed a bug where system wide auras sometimes persisted after leaving a system."

its on.
Daegan Jukes  [author] 23 Feb, 2022 @ 1:43pm 
- fixed gun positions on aquatics bomber
- compatible with vanilla 3.3.1
Daegan Jukes  [author] 17 Feb, 2022 @ 11:10pm 
the aquatics bomber model the bottom gun mounts are upside down and that is totally my bad. it should not affect it negatively but i will fix it soon. discovered this while working on a new compatibility sub-mod for DSC to work with ancient cache of technologies.
Daegan Jukes  [author] 15 Feb, 2022 @ 6:21am 
added support for aquatics and 3.2.2 compatibility. alt version and submods will be updated soon.
Daegan Jukes  [author] 10 Feb, 2022 @ 8:33pm 
*stares in horror trying to remember how to use blender*
Daegan Jukes  [author] 10 Feb, 2022 @ 4:31pm 
it might limp along with the current patch but things like ai weights are jacked up. not to mention zero support for aquatics. coming soon tho.
Daegan Jukes  [author] 10 Feb, 2022 @ 4:27pm 
back after hiatus. mod needs attention to be compatible with the aquatics patch. working on it.

@K41RY - yeah this whole idea is gonna be put to the test with large carrier fleets. once I catch up to the aquatics patch I'll re-assess to see what I can do. NSC specific fleets i would assume are gonna be crazy anyway haha.

@lordfil - yeah this particular version of the mod will need specific sub mods to have the dsc fighters work with general ship components.
K41RY 28 Jan, 2022 @ 10:07am 
Everything went well until my fleet of 2M fleet power NSC2 Carriers opened fire on an enemy starbase. Within seconds the screen was consumed by hundreds of fleets of DSC strike craft. I guess that's what happens when you have literally hundreds of of Carriers sending out crafts like crazy. My game crashed before the ships even reached the base.
Lordfil 23 Dec, 2021 @ 5:11am 
so im guessing that this mod is not compatible with mods that add ship components?
Daegan Jukes  [author] 29 Sep, 2021 @ 8:15pm 
all dsc mods updated to 3.1.2 compatibility. no changes needed.
Daegan Jukes  [author] 26 Sep, 2021 @ 9:28pm 
jumped the gun and set descriptor file for next weeks patch so fixed that.
Daegan Jukes  [author] 26 Sep, 2021 @ 6:46pm 
updated for 3.1.2 compatibility. The first iteration of ECM and ECCM is there but disabled until Aura's are fixed.
Daegan Jukes  [author] 25 Sep, 2021 @ 7:25pm 
running into a problem while designing auras. anybody else getting the issue described here in vanilla? https://forum.paradoxplaza.com/forum/threads/stellaris-auras-sticking-on-ships-after-leaving-system-v3-1-1-22a5.1492444/
Daegan Jukes  [author] 18 Sep, 2021 @ 4:53pm 
update for all DSC related mods for 3.1.1 in progress ...
Daegan Jukes  [author] 10 Jul, 2021 @ 5:13pm 
I will test for the AI rebellion issue mentiond below .... but that is pop stuff. This mod isn't touching pops.
Daegan Jukes  [author] 10 Jul, 2021 @ 4:26pm 
sorry for the delayed reply. i got a little burnout so i needed to switch gears for a little bit. starting to feel the itch to work on this one again however.
Daegan Jukes  [author] 10 Jul, 2021 @ 4:25pm 
yep this mod will need compatibility patches with other mods that address weapons. you can request a compatibility sub mod from me as a new steam discussion and i will figure out if that is something im wanting to put time into.

or you can check out the alternative version listed in the collection link at the top of this mod description.
jonnyblade38 2 Jul, 2021 @ 10:23am 
Follow up to my previous comment. it seems that none of the Vanilla weapons are considered valid to use on the Wild Space fortress. However ESC weapons are
jonnyblade38 30 Jun, 2021 @ 4:46pm 
Don't know if this is a load order problem on my end or not. I am unable to select weapons on non standard ships from other mods with this mod installed. Like the star fortresses from realspace and the ships from "At War Planetary Defense Fleets" ever other component works fine. When I click on a weapons slot for one of these ships nothing happens, no list of components pops up
Daegan Jukes  [author] 12 Jun, 2021 @ 2:01pm 
ECM and ECCM concept is working. finally. need to do localization and see if i can make the auras and static modifiers a little more obvious that they are being applied / removed.
Daegan Jukes  [author] 9 Jun, 2021 @ 12:13am 
*don't want ECCM to function as an always on aura. ECCM scripting is going well. once all the component and flag checks are written i need to write a loop or two to check every 10 days for to account for new ships coming and going. gonna be sweeeet.
Daegan Jukes  [author] 8 Jun, 2021 @ 12:03am 
alright ECM ship complete, textures good to go. now I'm just trying to do ECCM. ECCM is gonna be script reliant as I don't want ECCM to function as a buff. Just need it to counter ECM when detected. hope it works haha.
Daegan Jukes  [author] 7 Jun, 2021 @ 9:25am 
At War: Planetary Defense Fleets (3.0.3) is yet another re upload of dadinator's mods. if it runs ok, it shouldn't cause issues with DSC. I'm not seeing reason to integrate with it but this particular one spawns fleets just like DSC would, except at planets.

the particular issue i have with dadinator mods is every time Stellaris patches, a new mod from a different author pops up and there is no consistent source to know when / if i integrated with it ... when to update it.
Daegan Jukes  [author] 7 Jun, 2021 @ 9:20am 
nvm i found it