Stellaris

Stellaris

Designable Strike Craft (Alt. Version)
83 Comments
Democrito 11 Dec, 2022 @ 9:47pm 
hi, wonderfull work, do you'll update to 3.6?
Daegan Jukes  [author] 25 Oct, 2022 @ 8:33pm 
errr. so it sounds like you made one. that would be odd to do the work again. did you publish it?
|SDC| Vengefulnoob 25 Oct, 2022 @ 4:36pm 
Hey, absolutely love your work with DSC, it's a must include for all my modsets. I recently did some modding of my own and was able to add DSC support for the Kurogane shipset, would it be possible to make a submod to allow it? The files work with either DSC or DSC alt version!
Daegan Jukes  [author] 12 Oct, 2022 @ 9:32pm 
updated for 3.5.3
Daegan Jukes  [author] 12 Oct, 2022 @ 6:47pm 
just use console commands. the models are not new, I'm just using the existing assets. so whatever you see on vanilla carriers is what you will see being deployed by the mod. as far as strike craft go.
Antharann Fireblade 18 May, 2022 @ 3:27pm 
Can we get previews of all currently existing strike craft designs for each of the shipsets attached to the steam page? wanna look at them all without having to grind up in the game to reach the point of having access to them for EACH shipset

btw, i absolutelly ADORE the aquatic heavy fighter design, it just looks SOO SLEEK!
Daegan Jukes  [author] 14 Apr, 2022 @ 6:26pm 
so in other words my fighters are their own ship sizes with their own ship sections, core components, utility, and in this version the weapons are just debuffed if the ship section is one of my fighters.
Daegan Jukes  [author] 14 Apr, 2022 @ 6:25pm 
it just does not work like that. my fighters are not fighters in the same way vanilla stellaris uses fighters.

if you put a hangar component in there its going to want to spawn vanilla fighters, which with stellaris the only thing you can control about vanilla fighters are weapon stats.

vanilla fighters can't have ship sections, weapon, utility or core component slots. that is why its a little janky.
Democrito 13 Apr, 2022 @ 8:06am 
hi, can i modify some section templates ? like i wanna try to add an Hangar component instead of a large gun xd
Daegan Jukes  [author] 23 Feb, 2022 @ 2:06pm 
updated descriptor file. not changes needed for 3.3.1 compatibility.
fixed aquatics bomber gun positions.
Daegan Jukes  [author] 15 Feb, 2022 @ 12:51pm 
added support for aquatics dlc and updated to 3.2.2 compatibility.
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 @ 10:08pm 
updated for 3.1.1 compat
Daegan Jukes  [author] 3 Jun, 2021 @ 4:48pm 
lmao. stellaris is starting to look like skyrim when it comes to mods. lordy. glad you got it working.
dodomiminono 3 Jun, 2021 @ 4:27pm 
I managed to fix it and your mod works fine in the end, the problem was due to compatibility between other mods.

I had to change the load order for it to work, I'll leave it here for you in case you may find it useful:


https://prnt.sc/13x4wii

https://prnt.sc/13x5222

https://prnt.sc/13x5k92

https://prnt.sc/13x57ss

https://prnt.sc/13x5c38

https://prnt.sc/13x5u84

Thanks you for the mod, I'll be on the lookout for further uopdates:Gifting:
Daegan Jukes  [author] 3 Jun, 2021 @ 3:03pm 
with NSC and UI Overhaul mine looks like,

-NSC2 season 6-
UI Overhaul Dynamic
DSC (Alt Version)
DSC WE settings
DSC-UI Overhaul Dynamic

and things are working in a new game.
Daegan Jukes  [author] 3 Jun, 2021 @ 2:54pm 
or respond with i mean
Daegan Jukes  [author] 3 Jun, 2021 @ 2:54pm 
can you show the load order of the mods
dodomiminono 3 Jun, 2021 @ 2:44pm 
I'm playing with other mods (NSC)
dodomiminono 3 Jun, 2021 @ 2:29pm 
Hey man, i'd like to let you know that this alternate version of the mod doesn't appear to work anymore, in my old designs where i already had the technology the "H" module doesn't appear anymore. When creating a new game and obtaining all technologies via command they don't appear either, is that intentional?:eaglegag:
dodomiminono 3 Jun, 2021 @ 11:57am 
Thnx for the update:cta_emo10:
Daegan Jukes  [author] 2 Jun, 2021 @ 10:56pm 
oh and before despawning, the strike craft fleets will attempt to return to their host carrier. sometimes this fails and they just despawn as a fail safe. working to perfect it on the main mod then will get it copied over to this one.
Daegan Jukes  [author] 2 Jun, 2021 @ 10:48pm 
- changes
- event script updated with changes from the main mod including:
- fleet template cleanup on strike craft fleet destroyed or out of combat.
- spawned strike craft fleets no longer use naval capacity
- spawning works closer to how vanilla works (1 of each strike craft class every 10 days)
- de-spawn only occurs when a strike craft fleet is out of combat

- locators added to strike craft models
- weapons now move with strike craft animations instead of floating away independently
- thruster particle effects added to strike craft models
Daegan Jukes  [author] 2 Jun, 2021 @ 8:55pm 
updates soon ...
Daegan Jukes  [author] 1 Jun, 2021 @ 5:20pm 
yeah, its been fixed in the other version. It's on the to-do list for this one. In the script i need to specify uses_naval_capacity = no in the settings every time create_fleet is used.
dodomiminono 31 May, 2021 @ 11:49pm 
Hi, one thing worth mentioning is that when the strike crafts come out, the Naval capacity usage increases which makes the maintenance of the fleet increase as well, is there any way to fix this?
Daegan Jukes  [author] 13 May, 2021 @ 1:40pm 
*fake gasp* you don't say? haha!
AngleWyrm 13 May, 2021 @ 1:45am 
I think that's an NSC2 addition to the policies
Daegan Jukes  [author] 12 May, 2021 @ 11:36pm 
vanilla tech / policy that would affect strike craft would only affect vanilla strike craft*

same story for other mod techs & policies. the techs / policies would have to be designed to affect the mod ships specifically.
Daegan Jukes  [author] 12 May, 2021 @ 11:24pm 
i can't find that anywhere in vanilla but it could be just me having not played a full game in a while.
generally, no the strike craft are under the hood, ship sizes like a corvette or cruiser. they ARE their own ship size... but that means only regular doctrines / policies / research that affect all ships would affect the mod strike craft. so, until i do some work on policies and research vanilla techs or policies only affect vanilla strike craft.
AngleWyrm 12 May, 2021 @ 5:35pm 
Does the policy Armament Doctrine [i.imgur.com] apply to these strike craft?
Ranmyakki 8 May, 2021 @ 11:08pm 
Great to hear you're able to get the H Slot and DSC to work together now~
Daegan Jukes  [author] 8 May, 2021 @ 10:53pm 
alright. so i figured out how to set this up to use the strike craft H slot and not spawn vanilla fighters. so no more PD components yay! this also means i don't have to restrict the slot at all so other mods will by default allow DSC fighters on their custom ships/sections. all custom ship sections to accommodate the previous P slot method have been removed.

the AI however will not use mod ships because they have to be patched / submodded in. progress at least.

the AI should ... should start using vanilla cruisers and battleships to spawn DSC fighters as well as the regular vanilla strike craft.
Daegan Jukes  [author] 8 May, 2021 @ 1:19pm 
been toying with some ideas for this version to get the AI to properly equip the DSC fighters... right now I'm thinking about giving the AI single slot options that make it appear to have multiple slots equipped. but then i thought... why don't i just do that for the player side as well. so what do you guys think? would a single slot equip version be ok? so instead of 6 squadrons you have one component that provide 6 squadrons.

this would solve the ai issues but not sure how that would feel player wise. if you guys like the feel of equipping individual squadrons, I can leave that how it is and just change the system for AI with a bunch of hidden components.

i am going to toss out the idea with global designs and script spawning. it just wasn't presenting well or making sense.
Daegan Jukes  [author] 7 May, 2021 @ 8:02pm 
ill consider
Ranmyakki 7 May, 2021 @ 10:02am 
Ah, I see.

Thank you for the explanation!!
Unfortunate that the final calculations are only shown post entity spawn though.


Not sure if this would make for a better option, but:
Would it work to make the Debuff Computers the basic set up for both mods, and design a companion mod that would overwrite your files with the weapon replacement (And Computer Replacement?) that we users could optionally choose??

That way, if people prefer the Debuff Option, it's there.
And you could have a singular mod that overwrites it for both DSC/DSC-Alt??

(Hope this is clear)
Daegan Jukes  [author] 7 May, 2021 @ 5:47am 
buuuut that creates a modding compatibility hurdle so for this version i stuck with the modifiers on the combat computers.
Daegan Jukes  [author] 7 May, 2021 @ 5:47am 
in the regular version of DSC i isolated all vanilla ship weapons to larger ships and created copies of the weapons that have their damage values directly edited. in game it just appears as you might think it would were DSC part of vanilla.
Daegan Jukes  [author] 7 May, 2021 @ 5:45am 
oh, in vanilla they are called combat computers. in DSC the debuffs are applied to the combat computers as a way to scale down weapon damage and improve weapon damage proportionately without creating new weapons. the final result on damage output can only be seen in a fighter/bomber that is spawned out in the game world. just due to the way paradox designed such modifiers to work.
Ranmyakki 7 May, 2021 @ 4:49am 
May I ask for clarification on what you mean about the Computer Debuffs to Balance Weapons??

Best success on the Global Designs; Let us know if we can somehow help you out with that.
Daegan Jukes  [author] 6 May, 2021 @ 11:28pm 
localisation is happening but this one is not yet fully localized for anything outside of English. sorry!
Daegan Jukes  [author] 6 May, 2021 @ 11:28pm 
brought this one up to date with features from the regular version. includes gunship bomber section, menacing fighter, menacing galleon, updated flak and autocannon graphics, refactored script, various changes in file names to reduce the footprint of the mod. right now this one is sticking with the debuffs from computers to balance weapons. idk if that will go away or just get tweaked. those debuffs would affect any equipped mod weapons on the fighters as well.

lemme know if any issues arise. as for the way the strike craft are used in this one... the ai will still struggle until i get some global designs done and adjust the script to spawn from global designs if (hopefully) it detects that the empire owner is not a player. hoping for that update sooner than later.
Daegan Jukes  [author] 26 Apr, 2021 @ 10:08pm 
but be aware this version is severely outdated. I will work on this one soon.
Daegan Jukes  [author] 24 Apr, 2021 @ 8:13am 
so if changing your load order fixed that for you its ok to ignore.
Daegan Jukes  [author] 24 Apr, 2021 @ 8:12am 
it just adds a warning when you click to create a new fleet about reinforcing fleets with the mod strike craft. that they are not reinforceable.
rayden_solo 24 Apr, 2021 @ 6:58am 
did you change something inthe fleet management window? I'm using UI Overhaul Dynamic and after getting your mod the window is kind of broken, so for the time being, I need to change the load order. I'm interested what this mod actually changes in the UI though
Daegan Jukes  [author] 15 Apr, 2021 @ 9:53pm 
updated for Nemesis compatibility
Daegan Jukes  [author] 28 Mar, 2021 @ 4:28pm 
found a decent mods troubleshooting guide which helped me recover from a paradox launcher update issue where mods wouldn't load. put a link to it in my description.
Daegan Jukes  [author] 20 Feb, 2021 @ 3:34pm 
yeah you could.