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btw, i absolutelly ADORE the aquatic heavy fighter design, it just looks SOO SLEEK!
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.
fixed aquatics bomber gun positions.
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
-NSC2 season 6-
UI Overhaul Dynamic
DSC (Alt Version)
DSC WE settings
DSC-UI Overhaul Dynamic
and things are working in a new game.
- 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
same story for other mod techs & policies. the techs / policies would have to be designed to affect the mod ships specifically.
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.
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.
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.
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)
Best success on the Global Designs; Let us know if we can somehow help you out with that.
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.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2268279922