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You are most welcome.
I play-tested the ESC with Real Space and was patently proven wrong.
So, here is the solution I suggest.
Set up your own mod. It is explained in the Stellaris wiki as below.
http://www.stellariswiki.com/Modding
The mod file should say something like below (that's my personal mod):
name="!!!!!z_femto"
path="mod/femto"
tags={
"Balance"
}
supported_version="1.8.*"
So that it will be loaded last.
Create a folder for defines. Should be like "C:\Users\******\Documents\Paradox Interactive\Stellaris\mod\femto\common\defines"
Then copy "realspace_defines" which is unzipped from the Real Space and paste it into that folder. Change the COMBAT_DETECT_RANGE_MULT to 2.5.
I think this will do the trick. If not, please consult me again.
NCombat = {
COMBAT_DETECT_RANGE_MULT = 0.70 #1.05 # Range to engage in combat with other ships is <fleets max attack range> * COMBAT_DETECT_RANGE_MULT
#COMBAT_DETECT_RANGE_MIN = 3 #10
COMBAT_AREA_MIN_ATTACK_RADIUS = 0.07 #0.2
}
On the other hand, it has a problem of AI not using the pointer, I believe?
It would not be fun if the far-reaching strike crafts are only for humans.
Though I admit that ESC has its own balance problems.
That is, AI is unable to use fighters effectively and exclusively use bombers. Which means that if you equip sufficient number of fighters, a human fleet will almost ALWAYS wins air superiority and attains a definite advantage.
but in that mod the laser point has not been seperated as a unique tech and the AI weight has not been set to 0 so there are problems
problem. So I renamed the mod to be loaded later.
I regret to tell you that I cannot think of any other solutions.
It would be really helpful if you let me know the mods loaded after ESC (the ones above ESC in "Available Mods").
statement.
You have to manually order it to attack or close in to engage. Terribly inconvenient, yes. But because of cannot-properly-engage-mining stations-syndrome of the AI, it is a necessary measure.
Can you tell me if there are other mods loaded after ESC?
When you launch Stellaris, you can check the "Available Mods". The mods above ESC may be overriding some of its files.
Have you tried the solution I suggested below?
One way is to open "ugc_817617239.mod" and change "name="(- Enhanced Strike Crafts)"" to something like "name="(!!z_Enhanced Strike Crafts)"" so that it can be loaded last.
I forgot to speed it up.
Now that I am able to selectively edit defines with 1.5.1. Patch, I have updated the mod accordingly. It will be compatible with other mods which edit defines.
Due to inability to selectively overwrite defines.txt in banks update, I had to export whole defines into the mod. If you have other mods that tweaks defines, change the following parameter to 2.5
COMBAT_DETECT_RANGE_MULT
Fighters engage in dog fight in the mid-space and bombers rush to enemy fleets.
But winning fighters make short work of enemy bombers.
They now fly faster, pack more punch, and most importantly, attack further.
I do not presume to say it is balanced. Feel free to modify the data as you see fit.