Stellaris

Stellaris

Not enough ratings
Automated Scout Ships (2.1)
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
0.133 MB
Mar 6, 2018 @ 11:01pm
May 26, 2018 @ 7:06am
3 Change Notes ( view )

Subscribe to download
Automated Scout Ships (2.1)

Subscribed
Unsubscribe
Description
1.9.x version here

- This mod is no longer being worked on.

These are fully auto-designed. Just build one or two (from your shipyard) and go.

This is version 2 of my Automated Scouts mod, for Stellaris 2.0. It uses the S1 corvette model for the scout ship, the Humanoid version being a custom model I made from the S3 ship, so there is a graphically appropriate scout for each shipset.

Because of issues with the distance_to_empire trigger, they no longer try to be very smart. They will move to the closest unexplored system.

They will return to port for repair when they think they're damaged.

If they can't reach any undiscovered system (or there are none left), they will switch to 'patrolling' systems on their own, moving to one low-medium info system after another, based on sensor range and how recently systems were patrolled.

Note that, although you can set them to aggressive, all these poor guys have is a single point defense slot. Which they can't even equip at first.

Additionally, while you can spam a lot of these, they have maintenance. Multiples can do some seemingly illogical things as well.

Compatibility: Adds entries to a number of namelists.
< >
11 Comments
Ariphaos  [author] Nov 30, 2018 @ 1:12pm 
It's not so much a 'feature or bug' as an unfortunate requirement to allow non-scientist led ships to explore uncharted systems.
Oldhip Nov 29, 2018 @ 9:45pm 
So am I right in assuming these can't survey, just fly past and you loose any info they might pick up and yes they do expose all hyperlanes which is a shame.
StormFather Jun 5, 2018 @ 4:13am 
I've noticed when this mod is activated the entire galaxys hyperlanes are revealed from day 1, is this a feature or a bug? I'm fairly sure its this mod as it doesnt happen when uninstalled.
Ariphaos  [author] Mar 15, 2018 @ 12:52pm 
Is this on a new game or established? Are you running 2.0.1 or the beta?
henk Mar 15, 2018 @ 4:49am 
I tried this mod, and I can add them with ship designer.

When I build them how-ever they don't do anything, unless I tell them to scout Oo
jtbush00 Mar 7, 2018 @ 3:43pm 
ok I think I figured out what happened. They will sometimes not show up or perform their functions during campaigns that started before the mod was subscribed.
jtbush00 Mar 7, 2018 @ 3:29pm 
I got it, it didn'yt show up before
Ariphaos  [author] Mar 7, 2018 @ 2:37pm 
@jtbush00 you should find them in your shipyard, like the (new) picture shows.

@Peter34 no, the AI needs to be specifically instructed to build ships like these as far as I am aware.

@Pode enjoy!
jtbush00 Mar 7, 2018 @ 10:59am 
They are not showing up for me I don't know if I am doing something wrong or something I missread in the description.
Pode Mar 7, 2018 @ 7:04am 
Oooh. Do want. FTL Scout Probes was my old standby, but automated makes these even more attractive. Adding to my Primitive Players collection, as automatic probes have a lot of value before FTL.