Stellaris

Stellaris

Warship Redux with Rangefinder
34 Comments
Kage 23 Jan, 2017 @ 11:01am 
Any news on geting an update?
Kage 19 Nov, 2016 @ 6:42am 
No problem. Just wanted to make sure the mod hadn't been abandoned. Get real life sorted first.
docflamingo  [author] 18 Nov, 2016 @ 6:49pm 
@Kage: Soon, I promise. Just moved and looking for work so I'm having a hard time finding time for the bigger mods.
Kage 16 Nov, 2016 @ 3:58pm 
Really missing the mod. Any news on it getting updated?
Mittens 2 Nov, 2016 @ 12:59pm 
One of my favourite mods on here. Keep up the good work, and I can't wait for the updated version. :D
docflamingo  [author] 30 Oct, 2016 @ 7:26am 
Within a week or so all my mods should be fully updated.
Kage 25 Oct, 2016 @ 1:27pm 
Any news on when the mod will be updated for the newset update?
ADHyperDad 20 Aug, 2016 @ 1:25pm 
Thanks Doc for the advice of where to look for mods. Come to find out that my mods were not flushing out correctly when I was unsubscribing from stuff. Cleared everything out and everything looks good now.
docflamingo  [author] 15 Aug, 2016 @ 11:30pm 
@AylexMorhaven: Okay, let's see if another approach works.

*Revalidate your Stellaris files.

*Open the game and unselect the mod.

*Unsubscribe from the mod.

*Go into: Documents/Paradox Interactive/Stellaris/mod

*Find file # 718355750. It might be gone after unsubscribing but make sure.

*Open it with notepad++ (regular notepad MIGHT work. Check the top line to confirm it is the right mod's file. These are the ones that have the filmstrip icons.

*Trow it in the trash and delete it.

*Go into: Documents/Paradox Interactive/Stellaris/workshop/content/281990

*Find the folder for # 718355750. Look inside to confirm it is the right mod. Should be called "warship_ii" I think.

*Throw it away and delete.

*Quit and restart Steam.

*Resubscribe to the mod and let it download.

Hopefully this will fix whatever the hell is going on here. Let me know if this works.
docflamingo  [author] 15 Aug, 2016 @ 11:14pm 
@AylexMorhaven: I've just re-uploaded the mod--maybe that will help.
ADHyperDad 15 Aug, 2016 @ 8:54pm 
Doc, I've tried restarting steam, restarting Stellaris, unsubscribing and rescribing, etc. If I do the subscribe thing, I get to enter the game, but on next launch the mod has defaulted back to 1.2.1
docflamingo  [author] 9 Aug, 2016 @ 2:21pm 
@Panzer_Hauptmann: this happened to a few people with the other version recently. The updater is a bit glitchy. Tryiong quitting and restarting Steam, that usually clears it up. If not try unsubscribing and re-subscribing to the mod for a fresh download. Let me know if this helps or if you still have a problem.
Panzer_Hauptmann 9 Aug, 2016 @ 11:24am 
hi, I can build all the uppgrades but no ships.
docflamingo  [author] 7 Aug, 2016 @ 3:42pm 
@AylexMorhaven: In any case, I have re-uploaded the mod again to be sure there is no problem on my end.
docflamingo  [author] 7 Aug, 2016 @ 3:39pm 
@AylexMorhaven: The workshop is very twitchy. It deffinately IS updated. Sometimes restarting Steam will clear it up (mods don't always download when they should) but if the problem persists you can unsubscribe then re-subscribe--that often helps as well.
ADHyperDad 7 Aug, 2016 @ 12:36pm 
heads up, I am getting a note that is saying that the Mod is not working with the most recent patch. saying it is for 1.2.1 not the most recent 1.2.3. And I know you went through and updated the mod for the new mini-patch they did
docflamingo  [author] 6 Aug, 2016 @ 8:36pm 
@Hilkos Gyros Pilkos: The carrier tech is for both types and is seperate from the shipyard tech so, yes, you can get it earlier. You will not be able to build the Fleet Carrier until yoyu have a level 6 spaceport however. There was no change to the availability of the spaceport techs so it will come up when it comes up--Stellaris can be a pain that way as sometimes things just don't show up for a very long time and, I suspect, they glitch sometimes and don't show up at all. Just one of the down-sides of using a card system in place of a straight tech tree.
Hilkos 6 Aug, 2016 @ 7:58am 
Hello docflamingo, I subbed to your mod and enjoy playing it right now. The Problem I have enconutered is, that I cannot get the tech for the Spaceport Level 6. However, I allready have Carriers unlocked. Is this a bug? If I want to build I carrier, it tells me I need to upgrade the spaceport, which I can't do, due to the lack of Spaceport tech. Is it right that I got escort Carriers in a package with the normal carrier?
I am currently about 70 years into my game, so in early to mid game with fleet sizes of about 5 K. Should I just play along and hope, that the tech will one day pop up in the research list, or try to get a cheat to circumvent the problem?
Thanks for your hard work keeping the mod going!
docflamingo  [author] 25 Jul, 2016 @ 12:39pm 
@AylexMorhaven: Thanks for playing the mod; glad you are enjoying it. From my understanding it is only possible to make them orbit at close-range--the only other option is to have them hold position. To the second, try giving them a range category one-step closer--the lead ship might be the only one in range as the others will often place themselves a bit behind. You also might want to contact Atanvaryar directly on his "Rangefinder" page as this aspect of the mod is his design and I, frankly, don't understand the coding involved that well myself.
ADHyperDad 25 Jul, 2016 @ 9:49am 
Love the mod!! couple of questions or comments (Note: I am not a coding person, just a user with understanding of the theories beyond computing)

First: Ships in my fleet fly up and stop at "X" range instead of orbiting about the target. Not sure if anything can be done about this as I notice the bombardment computer doing the same thing with ships. Doesn't make a lot of sense. Can anything be done?

Second: I have a fleet with the same range computer on them. It is just within the longest range weapon, but only one ship out of the fleet is firing? why is this?
docflamingo  [author] 19 Jul, 2016 @ 8:59pm 
I'll take a look.
lionheartrmsy 19 Jul, 2016 @ 7:44pm 
I noticed a slight bug on one of the cruiser blocks, one of the small turrets goes beside the mount and into the ship.
brucethemoose 19 Jul, 2016 @ 7:04pm 
Sweet, thanks, this is exactly the ship mod I was looking for (especially with the rangefinder addition). It expands the ship classes without going way too far.
docflamingo  [author] 19 Jul, 2016 @ 6:53pm 
@brucethemoose: yes.
brucethemoose 19 Jul, 2016 @ 6:31pm 
1 question: are the AI capable of using these new ships?
docflamingo  [author] 13 Jul, 2016 @ 2:05pm 
@lionheartmsy: From what his page says they shouldn't conflict but the scaling will most likely be off.
lionheartrmsy 13 Jul, 2016 @ 1:25pm 
Can this be made compatable with the Downscaled Ships mod? I tried it and it just resized the four main classes.
docflamingo  [author] 12 Jul, 2016 @ 3:13pm 
@Aruon: Keep in mind, however, that Rangefinder works by adding a new ship component so it cannot work with mods that add new ships except in this case where it has been incorporated into it. So if you really want the Rangefinder feature you should use this over New Ship Classes & More. If you're married to that mod then you can download SWACS and live without rangefinder. that's why I made two versions of this mod, both with and without rangefinder. If you want to use both Warships Redux and New Ship Classes & More without conflict use the standard Warship redux without Rangefinder.
Aruon 12 Jul, 2016 @ 2:08pm 
:) noice!
docflamingo  [author] 12 Jul, 2016 @ 1:50pm 
@Aruon. I have a mod called SWACs with just that ship and I intend to update it in a few days to include the Fleet tender. Keep an eye out. The rangefinder part of the mod is actually by another modder named Atanvaryar. I got permission from him to include it here because it doesn't like new ship classes on its own.
Aruon 12 Jul, 2016 @ 12:30pm 
nice mod doc!

hey sometime can you upload a version of this that just excludes the added ship types and their techs? (save for the SWACS and Fleet Tender, those seem to be unique to this mod thus far)

i have a game going with this and another that expands on ship types (New Ship Classes & More), and while they actually seem to conflict pretty often the game works fine for now. but sadly decisions have to be made and both of these mods are just too good to drop.

(BTW that rangefinder is f***ing gold!)
lionheartrmsy 11 Jul, 2016 @ 9:02am 
You might want to asign a capacity amount to the scout class, it seems a little broken that you can have a 100 of them and not take up any of your fleet capacity.
docflamingo  [author] 6 Jul, 2016 @ 2:10am 
@tilarium: They all use base-game ship models at the moment as I am just learning modelling. I origionally spend a whole day mixing section types to make them unique and was very proud of myself since they looked great but it turns out they only line-up properly for the mamilian ships. They others are at wrong heights, there are big gaps, certain pieces go missing because it trys to put them close togeather... It was very frustrating. At some point I hope to add new models but that is a way down the road.
tilarium 5 Jul, 2016 @ 7:41pm 
Interesting. Are there custom ship models that go with the new classes or do they just reuse one of the base models?