Stellaris

Stellaris

FTL Scout Probe 2.0
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.
MightNight Dec 9, 2018 @ 11:29am 
Is it possible you can make these little fellas reduce piracy (I think 15 would be great) so we can use them as "police cameras"? >:)
Killian  [author] Dec 8, 2018 @ 7:03am 
Yeah the changes to resources mean I'll have to go through and update the costs of the components. I'll sort it out soon.
🎀Happy Neyka🎀 Dec 8, 2018 @ 6:51am 
Not visible to be built, I asume 2.2 update requide. In general = cool thing to start the game with. Looking forward for update :)
Killian  [author] Nov 28, 2018 @ 6:32am 
I haven't changed anything about the function of the probes recently, and Paradox haven't issued any major patches recently (because 2.2 is literally about a week away at this point).

Remember, you need to send it into an explored/surveyed system adjacent to the unexplored system you want to reveal. Probes cannot move directly into unexplored systems, and have never been able to.

If it can't reveal an unexplored system even then, then something else is reducing the probe's effective sight range, most likely a nebula.
Oldhip Nov 28, 2018 @ 5:35am 
Tells me it now needs a scientist, so I guess not working.
Nephatrine Oct 25, 2018 @ 6:51pm 
@kaelis Try Automated Scout Ships by Ariphaos if you want something like this that can "auto-explore". That one uses event scripting to get them to explore.
kaelis Oct 16, 2018 @ 2:03pm 
Dang! Ok thanks!
Killian  [author] Oct 15, 2018 @ 10:30pm 
It's not possible without actually turning them into a science ship, as far as I can tell.
kaelis Oct 15, 2018 @ 5:15pm 
Can you please tell me what file I need to edit in your mod so that the probe acts like a science ship so that I can put it on auto exploration please? Thanks!
Amerika Jul 4, 2018 @ 9:56pm 
USSR in 2941
Socialist_Bismarck Jun 25, 2018 @ 7:19am 
Is there a chnace you can make a version of this mod that puts the probes in the civilian tab? It would be easier to organize if they were there.
Killian  [author] Jun 23, 2018 @ 9:29pm 
Weird. :conwayshrug:
Captain Flint Jun 23, 2018 @ 5:01pm 
Working now
Captain Flint Jun 23, 2018 @ 4:57pm 
As it says, Probe Mounted Tachyon Sensors

Killian  [author] Jun 23, 2018 @ 3:00pm 
That's very strange. :conwayheadscratch: Can you doublecheck the design and see which sensor it's equipped with? It should be equipped with a special Probe-Mounted Sensor, but something might have auto-equipped it with a standard Ship Sensor for some reason.

Also, are you sure the system in question isn't part of a nebula? Those completely block sensors of any tier except max-tier Sentry Array, so you can only explore those with Science Ships. I don't remember if the block is both ways or just one way.

If it has a proper probe sensor, the system is linked via hyperlane, and not part of a nebula, then either some other effect is reducing the probe's sensor range (unlikely, there aren't many of these), or some other mod is interfering somehow.
Captain Flint Jun 23, 2018 @ 2:56pm 
It didn't work
Killian  [author] Jun 23, 2018 @ 2:17am 
Move them out towards the borders. The best way to test them is to find an explored, unsurveyed system with a link to a nameless system; send the probe into the explored, unsurveyed system, and it should reveal the name of the nameless system and flag it as explored.
Captain Flint Jun 23, 2018 @ 1:57am 
Ok, now they've spawned but I'm not seeing any setting things to be displayed as explored, Not surveyed I understand but as it stands at least with how i'm using them they're useless
Captain Flint Jun 23, 2018 @ 1:50am 
If I could make a reccomendation, as difficult as it might be, Maybe make a secondary version as a science ship reskin? just a thought to put out there for you to enjoy
Killian  [author] Jun 23, 2018 @ 1:40am 
They don't use the fleet manager. They're built from planets, like science/construction ships.

Unfortunately this means the fleet manager doesn't really know how to handle them and I'm not sure how to hide it on that screen.
Captain Flint Jun 23, 2018 @ 1:17am 
Nothing I've done has fixed the issue Either
Captain Flint Jun 23, 2018 @ 1:01am 
They won't spawn, I.e i can't add them or build them outright despite having one designed
kgptzac Jun 1, 2018 @ 12:22pm 
@Parse I think AI doesn't need to scout in the first place as I remember devs say they have cheat vision.
perl May 31, 2018 @ 5:23pm 
These probes are really useful. Too bad that the AI can't use them.
Killian  [author] May 29, 2018 @ 7:58am 
Looking at the ship sizes file and such, I'm going to wager that's impossible. I suspect it's a hardcoded function of the science ship class.
Mazamune May 29, 2018 @ 7:04am 
ok, thanks for that, then it's a great mod indeed but may i ask you something more ? Could you please make them benefit from "Speculative Hyperlane Breaching" too ?
Killian  [author] May 29, 2018 @ 2:37am 
They already have special sensors with enhanced range that allows htem to push back the fog and reveal unexplored systems.
Mazamune May 29, 2018 @ 2:01am 
great idea although, useless in its current state since it cannot go to a not visited systems even though it's the main purpose of a probe, unless by using a strong sensor for long range system scan.

My advice, if possible, add a property to the probes that doubles or more its scan range and only the probe one.
Kagerou May 25, 2018 @ 9:11pm 
yeh this probe fcked me up hahahaha,,, i explore a system and i didnt know that there was a leviathan there so it follwed it back to my capital and i got rektt
Alphaslayer May 23, 2018 @ 3:25pm 
Seems to work fine for me.
Killian  [author] May 22, 2018 @ 9:44am 
Couldn't say for sure, as I haven't tried testing them yet myself. They should still work fine though?
Black Jesus May 22, 2018 @ 9:26am 
How does 2.1 affect the probes ability to sight an adjacent system?
Killian  [author] Apr 24, 2018 @ 1:39pm 
Yes and no. Observe;
Before - https://i.imgur.com/2hl1xNs.jpg
After - https://i.imgur.com/Jvbor1K.jpg

Probes cannot enter completely unknown systems. But they can reveal the name and basic information of a system, allowing them to go further.

If you get an admiral with +sensor range or level 2 sensors, you can do the same kind of 'slow' exploration with corvettes and other ships.
Kagerou Apr 24, 2018 @ 12:59pm 
so this probe cannot go if the science ship did not explored it yet>
TechSY730 Apr 21, 2018 @ 7:10am 
Thank you. :)
Killian  [author] Apr 20, 2018 @ 11:41pm 
Done.
Killian  [author] Apr 20, 2018 @ 11:39pm 
I... could have sworn I set up proper upgrades_to lines for the sensors back in the first builds. :conwayheadscratch:

I'll fix that right up.
TechSY730 Apr 20, 2018 @ 7:31pm 
Any chance you can make the probe's custom sensors auto-upgrade into each other. Since they are all new components, I think you can make them upgrade to each other without having to overwrite any vanilla files.
Killian  [author] Apr 5, 2018 @ 6:48pm 
Making them expensive would be antithetical to the entire point of the mod. The probes are explicitly designed to be a cheap earlygame exploration option in contrast to science ships and corvettes. If you lose a probe, it's no big deal. It doesn't set you back just because RNG/mapgen fucked your earlygame progress by having a void cloud eat your science ship or something.

I can probably cap it quite easily, but I'd think the inconvenience of having your outliner clogged up by all the probe fleets would be incentive enough not to spam them everywhere by itself. You seem capable of restraining yourself and nobody else is requesting such a thing, so there's no need for me to make it.
An Author Apr 5, 2018 @ 6:31pm 
I think that's what it was. Great mod :) Any chance of making a version where a probe is either very expensive or you're limited to either 1 or 2? That would be a nice option, I think.