Stellaris

Stellaris

Fox Sensor Mod
24 Comments
MagnusEffect 24 Feb, 2018 @ 9:31pm 
I recommend taking your time with it. There are so many variables I'm still wrapping my head around it too. I feel I need to fully understand what changed with vanilla before I feel confident about updating some of my mods.
James009  [author] 23 Feb, 2018 @ 6:05pm 
So, not sure how I want to proceed with this mod. I have two possible ideas: restore the old sensor system or to just give a small sensor buff to stations.

I am not sure what else I can do with this. 2.0 was a big gamechanger.
James009  [author] 3 Feb, 2018 @ 11:50pm 
Just an update to the version number.

I might look at making it more compatible with NSC Ships mod sometime though; I need to do that.
MagnusEffect 2 Feb, 2018 @ 9:39pm 
So what changed? I noticed you made an update on Jan 4, but no info on it. Or did nothing change?
James009  [author] 3 Nov, 2017 @ 4:39pm 
Likely going to be some HUGE changes in the upcoming 1.9 patch with this mod. My plan is to look at maintaining a portion of the old sensor system if that is possible (I like it) while intigrating it in with the new stuff.

If that isn't possible then this mod will likely revert to making station sensor's stronger or the mod may become depreciated and obsolete.

We shall have to wait and see!
James009  [author] 21 Sep, 2017 @ 4:56pm 
So, this appears to work fine with the new patch. I'll hopefully have it updated tomorrow and double check the to-hit code. I think I checked it and everything was ok, I might add a buff to give better technology more benefits because a 2% bonus for a better sensor kinda sucks and isn't really worth it much of the time.
James009  [author] 22 Jan, 2017 @ 11:58am 
I'll have to look into the to-hit bonuses. I haven't looked at the game code for a while now.
GarGhuul 13 Jan, 2017 @ 10:02am 
Utterly pathetic question: Update planned or are you out of the Stellaris Business? With 1.3 I think they changed the to-hit bonuses for sensors, haven't checked what else for sensors was changed.
Sotnakra 11 Nov, 2016 @ 10:40am 
@James009
Be what you to mod are compatible with the Ironman and Achievement ?
James009  [author] 8 Jul, 2016 @ 1:15pm 
That'd be a great fix but is completely out of my pay-grade.
Lurmey 8 Jul, 2016 @ 11:28am 
Please, can you, or someone make a mod that fixes the sensors with regards to the fact that they don't save information about neighbouring systems within a fleet's range?

Let me explain; if you have a fleet that's scouting an unexplored part of the galaxy and there's a system within it's sensor range that's showing a potentially habitable world and some enemies. When you move away so the habitable system is out of range, suddenly you don't have that information anymore.

By default, you have to go to a system directly in order to save the data about that system, instead of being able to scan neighbouring systems from afar without having to go there. It's really annoying!

To clarify: I'm not at all talking about surveying a system, simply just seeing the enemies in the system and potentially habitable planets within the sensor range of a fleet.

Please, if there's already a mod that fixes this, point me there. If it doesn't already exist, please someone consider making this fix!
EmprahProtecc 5 Jun, 2016 @ 4:11am 
3. Whilst having maintenance cost for using sensors is a good idea in itself, I was thinking about restricting sensor tier to larger ship hulls? Have corvettes be able to use only lvl 1, destroyers lvl 1 & 2 and so on. That's just an idea tho, I'm not really sure of it myself - just thinking out loud.

4. If you'd consider point 3, then maybe do the same for stations? Have def platforms be able to use lvl 1 & 2, def stations 1-3, fortresses 1-4. And add a Sensor Probe - cheap (mineral-wise) station buildable by construction ships, with regular maintanance (1 EC), no weapons and default lvl 1 sensors? (And available with Orbital Sensor Arrays tech?) Again that's just me thinking out loud, I'm not sure if it is actually a good idea. And I do understand that's a lot of work. Having it use both model and placement mechanic of a wormhole station should help in the task tho.
EmprahProtecc 5 Jun, 2016 @ 4:11am 
2. I like the idea of long-range sensors and sensor stations tho. So to balance it out and not loose on max possible sensor range, maybe add a Battleship/station-specific component (I mean like Nanobot Cloud, Subspace Snare, Proximity Mines etc.) called "Advanced Sensor Array" that would give +100% sensor range? In this way it would be possible to achieve the same result, it would just require some specialisation and come with an opportunity cost. It would also make it available to stations and the largest ships only, which is kinda logical. I feel it would be a good idea to have it be given to the player with Orbital Sensor Arrays tech (the one that gives you Observatory shipyard module - also maybe change shipyards and Observatory modules accordingly?).
EmprahProtecc 5 Jun, 2016 @ 4:11am 
I'm just starting with this mod, so I don't have much in terms of feedback, but there are a couple of suggestions you might consider (It will be split in parts, because Steam is sad with long comments)

1. The boost in sensor range is a nice thing, especially early on, but I feel 120 on lvl 4 sensor is a bit too much. I mean, a ship with lvl 4 warp drive has to spend more than a month in ftl to travel 120 l.y. Having real-time info on system that far away is kinda counter-intuitive. Maybe tune down the range a bit? Have it be 1.5x default (30/37.5/45/60)?
James009  [author] 2 Jun, 2016 @ 2:39pm 
I'm trying to keep the power cost low but where you wont add high tier sensors to EVERY ship. Probably needs some tweaking and balancing.

Lets get some more feedback on the power costs, please.
James009  [author] 2 Jun, 2016 @ 2:38pm 
I'm trying to keep the power cost low but where you wont add high tier sensors to EVERY ship. Probably needs some tweaking and balancing.
Exelsiar 2 Jun, 2016 @ 6:27am 
I like the idea of sensors using power, but I feel its currently too expencive, we already have a lot of components that use a a fair amount of power.
WulfDrake 30 May, 2016 @ 9:39pm 
Might I recommend the possibility of making ship sensors cost some power. I believe that this would help to balance the improved sensors and could even help fleet diversity, for example, having a few of your ships with excellent sensors but less guns , etc. Just an idea. Excellent mod btw!
lockdown51 25 May, 2016 @ 12:00am 
Lovely mod. Now I can see things around me.
James009  [author] 18 May, 2016 @ 2:15pm 
Yup. I'm getting around to fixing all of them. Still doing some last minute edits and testing on some of the other ones.

I've made sure to backup these descriptions :)
Lake 18 May, 2016 @ 2:11pm 
It seems the nice complete mod description got nuked when you updated to 1.0.3 compatibility.
Urza 15 May, 2016 @ 4:20am 
GREAT !
James009  [author] 12 May, 2016 @ 9:05pm 
Thanks, was just a typo.
御伽噺 12 May, 2016 @ 4:31pm 
Ship Sensors Level 4 New Value is less than Default Value...