Stellaris

Stellaris

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FTL Scout Probe 2.0
   
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Feb 22, 2018 @ 8:06pm
May 23, 2018 @ 5:46am
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FTL Scout Probe 2.0

Description
Currently Beta/WIP - Apocalypse/Distant Stars Edition; 2.0-2.1 compatible

Adds FTL-capable scout probes, buildable from game start. Simply go into the ship designer and design a probe. They're simple reconaissance and information-gathering devices that can be attached to fleets or deployed independently in order to seek out new life and identify possible worlds for survey.

Probes CAN:
» Use their enhanced sensors to mark adjacent Unexplored systems as Explored.
» Move around quickly between systems. They're even faster than corvettes.
» Be built quickly and (relatively) cheaply from any inhabited world, not just shipyards.
» Identify alien life and scout potential new worlds for survey and colonization.
» Help gather intelligence on potential threats, so that you can determine the armament preferences and technological level of your (would-be) enemies.

Probes CANNOT/DO NOT:
» Move straight into Unexplored systems. You will need to move them adjacent to Unexplored systems first.
» Directly survey planets or systems. Science ships are still required for this.
» Fight. Like, at all. They're made of tissue paper and don't have particularly good Evasion.
» Enter wormholes that you can't see the other end of. They can scout them and tell you where it goes, but not go through.
» Require Scientists, Admirals, or any other Leaders to function.
» Auto-Explore.
» Be used by the AI, nor can they be made usable by the AI in the first place.

Credits:
* Probe assets (models, textures, sounds, etc.) were created by Paradox for the Sublight Probes event chain.

A legacy edition for 1.9 and earlier can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=699496957

A future edition for 2.2 and onwards can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1587065869
134 Comments
Killian  [author] Jun 7, 2019 @ 12:55pm 
(Specifically you'll want the 2.2+ edition linked at the bottom of the mod description.)
Killian  [author] Jun 6, 2019 @ 8:16pm 
It should work fine already. Try it out and let me know if it's broken.
烽燧煜明 Jun 6, 2019 @ 7:39pm 
Waiting for 2.3.0
Johnny Mayhews Jan 23, 2019 @ 7:16pm 
Thank you. I apprecuate the link. I didn't see it last time I was here. I guess the "beta' in your description threw me off. Oh well. Thanks for the fabulous mod. ~cheers
Killian  [author] Jan 23, 2019 @ 6:41pm 
Congrats on not reading the previous comment or the description. There's a seperate version for 2.2+ due to the changes in the resource system.
Johnny Mayhews Jan 23, 2019 @ 5:54pm 
2.2.4_beta incompatible so ya know. Not sure about 2.3. All I get is a block, and static sounds in my game when trying to create a probe. ~cheers
Killian  [author] Dec 9, 2018 @ 12:33pm 
So as not to break legacy 2.0-2.1 saves, you can find 2.2-compatible probes here; https://steamcommunity.com/sharedfiles/filedetails/?id=1587065869
MightNight Dec 9, 2018 @ 11:52am 
@Arcalane that seems like an acceptable compromise :)
Killian  [author] Dec 9, 2018 @ 11:50am 
A standard corvette has a piracy suppression of 10, and costs 1 fleetcap.

Probes have 0.5 fleetcap. With 15 suppression, I could essentially make probe 'fleets' that just constantly patrol and eradicate all traces of piracy. For the cost of 10 corvettes in fleetcap, I would have 300 suppression.

But here's the thing. Pirates in Stellaris have guns. That means they can shoot the unarmed, defenseless 'cameras'.

At most I would probably give them a suppression value of 2 or 3.
Peter34 Dec 9, 2018 @ 11:39am 
I think that would be unbalanced.