Stellaris

Stellaris

Long Range Strikecraft
106 Comments
Dionysosss 12 Mar, 2020 @ 9:34am 
btw you are better off removing the alternate version as i havent done anything with it for ages.

and lol my version is dangerous ? X_X either way i have put it to private anyway ^_^
Luna 16 Feb, 2020 @ 6:08pm 
Mod is nice.It is good for palying with my friends.
�[Dire_Venom]� 5 Oct, 2018 @ 12:48am 
Mod looks amazing! Here's hoping that it works :3
Lupe Fenris 25 Aug, 2018 @ 7:57am 
UPDATE PLEASE!
I think it's better if it does not have a warning sign. Although it is not a problem.
Destra125 10 Aug, 2018 @ 11:23am 
update?
Lazard 14 Jul, 2018 @ 9:55am 
The link to the alternate version seems to be blocked as potential dangerous link. Maybe you should look into that^^
Huon23  [author] 29 Jun, 2018 @ 3:36pm 
I dont think I'll be getting around to updating this mod since I've stopped playing Stellaris very much. I know EAC At War offers a similar system to mine and is a great mod overall!
Lucius 28 Jun, 2018 @ 3:56am 
any chance to update to 2.1?
BulldozerESQ 8 May, 2018 @ 9:53am 
Will this work with the current update?
slight001 26 Feb, 2018 @ 12:13pm 
Any chance of this getting updated to 2.0? I love this mod. While I am trying to learn coding I'm still only in the custom traits and civics end of the pool. I tried to look at your code to figure out what needs to be changed and... I'm definately not there yet.

I hope it does get updated as I miss my Fighter/Bomber Swarms from Sins.
A Random Cogboy 18 Jan, 2018 @ 8:54am 
I've only been using this mod for a day or so and I already love it! The targeting laser is so long-ranged that even though it does no damage, the enemy fleets are still forced into combat. Also, the seem to just bail the moment they see my bomber squads, lol. It's like they know how screwed they are. :D
Huon23  [author] 22 Dec, 2017 @ 4:37pm 
@LarryHalsey It will work with the NSC mod. No promises on balance though.

@Hunter I usually have it on each carrier, but reall you could get away with only putting it on one.

For now, this mod is unlikely to be updated. With all of the big changes coming in 2.0, I'd like to wait and see how it all ends up.
Hunter 22 Dec, 2017 @ 4:12pm 
Does the spotting laser have to be on the ship deploying the strike craft?
LarryHalsey 4 Dec, 2017 @ 12:26am 
Does this work with the NSC mod ?
SoulTechnology 7 Nov, 2017 @ 5:08pm 
my bad, link doesn't work because for some reason steam has included the * as part of the link.
SoulTechnology 7 Nov, 2017 @ 5:04pm 
(repost, edit of last comment [which i deleted])
has this been re-balanced at all? or another possible re-balanced version in the pipe? the link to one in the description doesn't work. would it be possible to see a 'lite/balanced' version of this mod appear anytime soon, that just adds new strike craft and the targeting laser and doesn't add the lag-carrier?

another good question, whats the range on the targeting laser? my balanced guess would be its around 100-130 is based off stock game weapons however i feel that guess is way off.
Túrin's Bane 13 Oct, 2017 @ 5:59pm 
Okay thanks. Looking forward to giving it a go then.
Huon23  [author] 13 Oct, 2017 @ 2:21pm 
The mod should be fully compatible with whatever version the game is (barring exceptionally significant code change). The "incompatibility" is basically a difference between the version of the game and the line that says the version in the mod files. You're more or less safe to ignore most of those incompatible flags.
Túrin's Bane 13 Oct, 2017 @ 1:59pm 
Hi, I was looking to try out this mod for the first time, but Stellaris says it's not compatible with the latest 1.8.2 patch. Should I hold off for an update?
Giant.Scheming.Iron.HOMIE 2 Oct, 2017 @ 2:24am 
maybe give the laser point a unique tech which has no weight for AI could help? But I checked the file of laser point, the tag for AI is "anti-amour", maybe this is the problem?
Huon23  [author] 27 Sep, 2017 @ 10:14pm 
@Darrien I was unaware of those changes. Over the weekend I will look into the files and adjust accordingly.
Darrien 26 Sep, 2017 @ 2:25pm 
They buffed the HP, evasion of all strike craft in vanilla. I would also consider reducing the count from each of the strike craft bays because they added in 1.8 that carriers will launch more as the battle goes on.
Huon23  [author] 26 Sep, 2017 @ 2:08pm 
Hey, updated it for 1.8.0. No significant changes.

@Darrien So I looked into the component sets and compared them to the game files, since the infrared laser is basically a fancier version of the red laser. Seems to be all in order. I know I haven't encountered this bug yet, so if you get any more information on it, let me know. I don't think I'll add too much more onto this mod, since I don't play much Stellaris any more and I can't really think of ways to add onto it apart from specializing the strike craft a bit more.
JackAce 25 Sep, 2017 @ 4:48am 
Hi just coming back to stellaris and preparing a modlist for a mp game. Hoping to find your mod updated by the time it starts ;D would be great :) pls pls pls ^^
Giant.Scheming.Iron.HOMIE 22 Sep, 2017 @ 11:01am 
update plz!
Darrien 19 Sep, 2017 @ 8:07pm 
I am noticing that the AI still use it in their ships, I noticed your component template was missing the ai_weight code to 0 but that did not matter. What I might suggest is to move the laser to its own seperate tech thats cheap but the AI won't research it
Fresh 15 Sep, 2017 @ 8:45pm 
update please
Darrien 28 Aug, 2017 @ 2:34pm 
[16:27:49][component.cpp:51]: weapon component has no projectile_gfx set. file common/component_templates/longrange_weapons_energy.txt, line 5-24 - Constant scrolling of this error so you know.
Giant.Scheming.Iron.HOMIE 25 Aug, 2017 @ 4:23am 
UPDATE PLZ!
Darrien 30 Jun, 2017 @ 4:40pm 
Ah makes sense
Huon23  [author] 30 Jun, 2017 @ 4:29pm 
@Darrien The problem with getting the AI to use them is that they'll generally use the best weapons available to them. During my earlier builds the AI would use it with how I had it set up, but they'd add it to all of their ships, making them do basically no damage. So it's a player-only mod unfortunately.
Darrien 30 Jun, 2017 @ 12:35pm 
Can you tell the AI to use the laser or would that not work?
Luchspower 8 Jun, 2017 @ 11:46am 
Hi, I like the idea of your mod, but in my opinion these strikecrafts are to strong. There is no use anymore for the normal ones, because they are much less affective. Could you make an version were your strikecrafts are weaker than the normal ones, so they are balanced. You could than decide, to use a mix of normal ones and your longrange strikecrafts.
SilverRune 8 Jun, 2017 @ 9:08am 
Do we have a updated version for 1.6.1 out yet?
Huon23  [author] 24 Apr, 2017 @ 9:10am 
Yeah, basically you can use this to take advantage of the AI a bit, but I mostly like this because it adds a bit of flavor to combat. It's a bit more fun when used in a multiplayer match focused more on the fun of it than the best possible strategy. The carriers themselves will approach the enemy unfortunately, since that would require me to change how the ships themselves behave, but because of the distances involved in combat, you'll inflict a pretty significant level of damage on the enemy fleet before they would even enter artillery range.
Rune Trantor 23 Apr, 2017 @ 10:18pm 
Ah ok, so if the AI forgets the laser, I can outrange them with impunity. :P

But yeah, one per ship sounds fine, specially given that, if they are engaging that far away (I assume the carriers do not auto approach the enemy when the engagement starts?) not much is going to be ever used.
Huon23  [author] 23 Apr, 2017 @ 8:49pm 
Without the laser, the fighters and bombers operate as normal, so basically normal ranges and stuff. And just one per carrier, yes. Although only one per fleet is really all you need, i always keep one per since I'm kind of forgettful.
Rune Trantor 23 Apr, 2017 @ 4:11pm 
Since I am not seeing any indication (or missing it), how do these fighters operate if I dont have the laser?

Because you mention the AI not using that but does use the fighters, and by your explanation, it sounds like they still work fine...?

Also, I imagine one laser per carrier ship is enough? So I still have space for a couple of weapons/PD?
Dionysosss 17 Apr, 2017 @ 10:01am 
eheh same ^_^ but one thing is for sure massive amount of bombers is the way to go ^_^ also offsets a bit of there weakness cause one hanger doesnt get launched in one time ^_^
Huon23  [author] 17 Apr, 2017 @ 9:45am 
Cool! Looked over the changes and they look pretty good! I linked and added it into the description for anyone to take a look at! It should definitely make the strike craft a bit more in line with the other advanced weapons. I'll let you know when I add some more into the mod, I'm thinking of adding some additional variants of the heavy fighters/tier 3 bombers, but just enjoying utopia for now.
Dionysosss 17 Apr, 2017 @ 6:05am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=907438974
think im happy with the results but havent come around with a normal playthrough
but no longer can 1 carrier destroy the engmatic fortress ^_^

and files should work if i didnt screw up the upload XD link to your own mod is at the top ^_^
Huon23  [author] 15 Apr, 2017 @ 5:23pm 
One per squadron would work actually, although if it does go down you'd need to rebuild it.
MikeVoltage 15 Apr, 2017 @ 3:43pm 
Only one laser is needed per squadron or one for all?
Dionysosss 14 Apr, 2017 @ 1:13pm 
thank you ^_^ ill let you know ill probly check tomorrow i have a few ideas ^_^
if i have any questions ill let you know ^_^
Huon23  [author] 14 Apr, 2017 @ 11:32am 
@Dianysosss Of course! Feel free to do with it as you will. If you upload it as a mod, make sure to let me know and i'll drop a link to it here as well.
Dionysosss 14 Apr, 2017 @ 4:17am 
do you mind if i screw around with the mod files it self? and see if i can find a balance i find acceptable for my self and share it with you or publish it my self as an alternative for yours?

with credits towards you ofc :)
Huon23  [author] 13 Apr, 2017 @ 4:08pm 
Yep, this mod is fully savegame compatible, although you'll still have to wait for the techs to show up. They're weighted the same as the standard strike craft techs and require you to research those techs first.
magnum2016 13 Apr, 2017 @ 7:50am 
Will this mod work in an existing game?
Hydranium 11 Apr, 2017 @ 9:41pm 
finally a mod that allows me to make full Carrier builds, really really good mod!
Huon23  [author] 11 Apr, 2017 @ 12:05pm 
Yeah, it's a bit tough to balance between the two versions, since the difference in components puts a pretty heavy gap out there. Might change up the power and cost requirements to force you to choose a bit more carefully. I'll definitely be lowering the damage though, or atleast adding a few seconds onto the cooldown (so a large initial damage, but dwindles down after the craft are taken out over time by PD).