Stellaris

Stellaris

!!!z_Enhanced Strike Crafts
37 Comments
Giant.Scheming.Iron.HOMIE 5 Oct, 2017 @ 2:45am 
I'll keep it in my mind, thx
Femto  [author] 4 Oct, 2017 @ 5:15pm 
Oh, and I suggest that you repeat the same process (of copy/pasting and modifying defines) whenever Real Space is updated. Just in case, you know.
Femto  [author] 4 Oct, 2017 @ 5:11pm 
Good to know that it worked.
You are most welcome.
Giant.Scheming.Iron.HOMIE 4 Oct, 2017 @ 3:17pm 
it works!!!!!!!! Thanks Femto, really, thank you very much!
Femto  [author] 4 Oct, 2017 @ 10:23am 
It was my assumption that if there are same entries of defines to be loaded by multiple mods, the one loaded later will supersede.
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.
Femto  [author] 4 Oct, 2017 @ 9:49am 
Sorry. Did not catch your post for long. I will check it out.
Giant.Scheming.Iron.HOMIE 4 Oct, 2017 @ 5:19am 
the ID of Real Space is 937289339
Giant.Scheming.Iron.HOMIE 4 Oct, 2017 @ 5:18am 
but I don't know how to figur it out... what should i change here to make these compatible?
Giant.Scheming.Iron.HOMIE 4 Oct, 2017 @ 5:16am 
hey i finally find what could be a problem! it's still the compatible problem but with the mod Real Space because this mod changed the according files:

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
}
Giant.Scheming.Iron.HOMIE 2 Oct, 2017 @ 7:04am 
problem is that the AIs use it as normal weapon but not a pointer for aircrafts...and that modder doesn't want to pay more effort for it, pity
Femto  [author] 2 Oct, 2017 @ 6:00am 
I think the laser pointer is a brilliant idea. But integrating that element to ESC is pure plagiarism. So I will not do it.
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.
Giant.Scheming.Iron.HOMIE 2 Oct, 2017 @ 5:38am 
hmmm maybe it could be a good idea to make a special laser point weapon which has 1000+ range but does no damage like the one in this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=895882886 ?
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
Giant.Scheming.Iron.HOMIE 2 Oct, 2017 @ 5:22am 
still not work... though thx, i'm going to try which mod has the problem
Femto  [author] 2 Oct, 2017 @ 4:07am 
I checked the mods you mentioned but could not find the cause of the
problem. So I renamed the mod to be loaded later.
I regret to tell you that I cannot think of any other solutions.
Giant.Scheming.Iron.HOMIE 2 Oct, 2017 @ 1:52am 
thx
Femto  [author] 2 Oct, 2017 @ 1:45am 
OK. I will check out when I go home.
Giant.Scheming.Iron.HOMIE 2 Oct, 2017 @ 1:29am 
okay...there are 3, ! LoGHS + Downscaled Ships Compatibility Patch, !Downscaled Ships: New Ship Classes, ( NSC 6 + Improved Boreder System ) Compatibility Patch
Giant.Scheming.Iron.HOMIE 2 Oct, 2017 @ 1:11am 
Errrr....how to see available mods?
Femto  [author] 1 Oct, 2017 @ 8:23pm 
As far as I can tell from your account, I can only presume that other mod which is loaded after ESC has defines.txt which tweaks "COMBAT_DETECT_RANGE_MULT" OR completely overwrites common\ship_behaviors\00_strike_craft.txt.

It would be really helpful if you let me know the mods loaded after ESC (the ones above ESC in "Available Mods").
Giant.Scheming.Iron.HOMIE 1 Oct, 2017 @ 6:53pm 
I tried...but still did't work...ship moves to about 100 range and then lauched the aircrafts....it worked really good before 1.6.x, but then never.... or maybe uncompatible with other mods like real space or expended tradions...I don't know wtf is going on but the action range of the aircrafts has been ignored i think
Femto  [author] 1 Oct, 2017 @ 3:18pm 
Do you keep your fleet on passive stance? That's what I assume from your
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.
Giant.Scheming.Iron.HOMIE 1 Oct, 2017 @ 1:27pm 
the crafts could go far but the ship will not engage until she get to a small range...
Giant.Scheming.Iron.HOMIE 1 Oct, 2017 @ 11:40am 
I tried but didn't work
Femto  [author] 1 Oct, 2017 @ 11:26am 
I use ASBM and NSC alongside my mod and experience no problem.
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?
Giant.Scheming.Iron.HOMIE 1 Oct, 2017 @ 9:38am 
it still doesn't work by me, maybe it's not compatible with the mod Advanced Ship Behaviour Modules?
Femto  [author] 23 Sep, 2017 @ 2:51am 
I updated the mod and replaced images.
Femto  [author] 26 Aug, 2017 @ 10:03pm 
I haven't played the game for a long time. But last I checked, the mod is working normally. Perhaps you should check the loading order of the mods. If there are mods loaded after the ESC, they may have overlapping files which nullifies the effects of the ESC.
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.
Giant.Scheming.Iron.HOMIE 24 Aug, 2017 @ 1:42pm 
maybe the detect range will not be multiplied?
Giant.Scheming.Iron.HOMIE 24 Aug, 2017 @ 1:39pm 
Or it's just the compatible problem with the original game...
Giant.Scheming.Iron.HOMIE 24 Aug, 2017 @ 1:32pm 
I think it must be the compatible problem, the NSC updated several days ago, maybe something is changed
Giant.Scheming.Iron.HOMIE 24 Aug, 2017 @ 1:11pm 
I don't know what actually happened, but this mod doesn't work with the NSC mod. Could you please teast this and maybe upgrade?
Femto  [author] 7 May, 2017 @ 2:47am 
Modified the launch time of Prethoryn strike crafts.
I forgot to speed it up.
Femto  [author] 12 Apr, 2017 @ 3:32am 
Thank you for your comment.

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.
Giant.Scheming.Iron.HOMIE 11 Apr, 2017 @ 4:21am 
I really like this ty
Femto  [author] 7 Apr, 2017 @ 6:50pm 
Updated the mod.

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
Femto  [author] 2 Jan, 2017 @ 11:16pm 
Added Screenshots of how strike crafts work in the mod.
Fighters engage in dog fight in the mid-space and bombers rush to enemy fleets.
But winning fighters make short work of enemy bombers.
Femto  [author] 13 Dec, 2016 @ 7:19am 
This mod is intended to enhance all strike crafts, including amoeba, drones, swarms and guardians.

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.