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With the correct research, your Battleships will all launch strike crafts (drones) during mid/late game, and you will get access to the Carrier, which also launches drones.
So you create designs for them, and they are spawned automatically, and then despawn automatically. If there is more than 1 design, they spawn random.
The amount of drones spawned also depends on tech research.
Please explain yourself - do the drones in fact contribute to the navy size shown in the top bar of the screen?
That said, the other thing I do that is very important is that I remove the +armor components. Hopefully they steal that as well from me.
If that is the case, then this addon won't live on for much longer anyway. Or I might change it to only provide the drone designing (because from other screenshots it seems like they are adding a capital-type ship as well).
But yes, I have noticed that way too many drones spawn in some contexts. As you can see here:
https://github.com/stellaris-mods/stellaris-remake/compare/20171015-r1...master
since the last release version, I've reduced the number of drones spawned by FEs and Swarm by 50-70%, and buffed them accordingly.
@brotore yes, unfortunately I'm not sure how I can influence that in a way that doesn't overly tip it in the other direction. There's a few defines you can edit in common/defines/00_defines.txt in the stellaris game folder that might have an impact (I don't know):
DEFAULT_ARMOR_RATIO = 0.4
DEFAULT_SHIELD_RATIO = 0.5
The past 4 updates have only been to fix it for Stellaris updates.
http://puu.sh/vnVWh/9e7412f0de.jpg
It's that discussion "armour is unattractive now" that stuck that armour/shields=HP in my mind.
@Brotore Ah, crap. I will fix that tomorrow. Thank you.
I found that with everyone having missiles and torpedoes, but no PD, numerical advantage trumps technological prowess in the early 1000s of fleet power.
My corvette/destroyer fleets of about 'equal strength', but numerically about half of the enemy got decimated. (And I was focussing on armour vs shields because he was using kinetics vs my lasers.)
That reminds me: if armour and shields are added to hitpoints, how does this affect the weapons with bonusses vs armour/shields?
I don't see anything untowards the he LotGH ships mod tough, maybe it's because it defines a non-standard graphical culture?
Basically the game has a hard-coded list of ship types that the AI should build, and only one addon can change it at a time. So by using the project, this addon skips doing that (because the AI does research arbitrary projects).
Also somehow I can see betharian stones before I've researched them.
Odd stuff is happening all over the place. :/
I might need to reinstall. (Not due to this mod, probably my own misguided meddling)
But that project only works if you have a _valid_ Carrier design in your ship designer. Like I said, the Save button there will tell you why a ship design isn't valid, if it doesn't let you save it.
Unless you have some other addon interfering, all researched ships including the Carrier get autodesigns automatically.
-! A Stellaris remake
-LotgH_Flag
-LotgH_Names (a personal WIP: just an edited mynameslist.txt)
-Planetary Computer
-SMG Battle Survivors
-SMG Fleet Logistics
-SMG Warscore
-the Free Planet Alliance
Maybe be I messed up a core-file by mistake... :(
In-game the mission event just created seven destroyers at Heinessen starport.
I will try installing your addons for myself and see what happens, but just in case I can't reproduce it, your error log would be useful.
I am aware of the problem with the weapon techs, it's a product of me limiting the number of vanilla files I overwrite in order to stay compatible with as many other mods as possible.
I tested the mod and the carrier-group mission spawns a destroyer group for me.
most likely a conflict with another mod, just like to let you know in case it is serious. (I'll add a list of concurrent mods below)
Also fighters only became 'available' for me after I researched battleships, that is probably functioning as intended.
However it is weird to have 3 techlevels of fighterweapons available before actually being able to use them.
To use fighters earlier, maybe have planetary spacestations spawn a squadron of fighters? maybe through a buildable section. and have fighter design not linked to destroyer-tech.
other mods:
SMG's mods suplies, warscore and survivors
LotGH alliance ships (most likely culprit as it is a ship mod and at alpha stage)
LotGH namelist
German namelists
In an existing game, you can enable the tech by opening the console and typing 'event zhowstart.4'. There will be no popup or indication that anything has happened, but after you do that, the Carrier tech will show up at the appropriate time.
I've made many weird decisions with the Carrier. For example, it's not buildable. You only get a special project every 30 years or so to build one, that is free, but takes 520+ days to complete. This was done in order to avoid overwriting the file that tells the AI which ship types to build, because all other addons that add ship types overwrite this file.
I am going to see if I can create a menu when you start the game to enable or disable such features. If I can do that, then I will add some ship types to this mod if some other addons let me borrow their models and GFX.
Personally I play with this + Realistic Ships now, but it is not ideal.
So my question is do you intend to make more ships to vary the fleet capacity. The reason I'm asking this is because of all the mods that do anything to the ships and fleets so far yours are taking my nomination for Best. Only thing I feel is lacking is more variety of ships. Example battle Cruiser, actual Carrier Class etc.
Should I set the timed life to half the spawn timer, and make 1-2 techs to increase it, or would that be useless/annoying?