Stellaris

Stellaris

[OBSOLETE] Space Combat Expanded - Carrier Class
89 Comments
Porev  [author] Mar 18, 2020 @ 7:13am 
@Zionus5
Please read the announcement here .
Zionus5 Mar 18, 2020 @ 7:10am 
Not functioning anymore.
Bambaro Oct 26, 2019 @ 10:19pm 
the carrier class isn't appearing in game for me
GreyedSun Aug 18, 2019 @ 12:50am 
I can't play without it
sky serpent Jul 2, 2019 @ 7:39pm 
you should add a Frigate class, between corvettes and destroyers
N3V3RFORGOTT3N Dec 19, 2018 @ 1:41am 
i just tested this with real space enabled (also makes ships smaller scaled and the carrier is the correct size btw
Pinenuts Dec 11, 2018 @ 1:35pm 
They appear but are just big compared to downscaled ships
God Emperor Obama Dec 10, 2018 @ 6:22pm 
So are ships still large with downscaled ships on or do they just not appear?
Princess Stabbity  [author] Dec 10, 2018 @ 3:42pm 
Ahh, okay. We can't promise any ETA (we're trying to get a lot of mods up to date and compatibility patches are the lowest priority right now) but we'll look into it once things slow down a little.
Pinenuts Dec 10, 2018 @ 3:25pm 
Just tried it and found out that it doesn't work..
Pinenuts Dec 10, 2018 @ 2:30pm 
Okay thx for your quick reply m_m
Princess Stabbity  [author] Dec 10, 2018 @ 2:27pm 
@Pinenuts: I can't really answer that yet. It's not updated because we haven't had time to test it. If it works (or doesn't) please let us know n_n
Pinenuts Dec 10, 2018 @ 2:24pm 
I love you. but would it be okay if I use it with Downscaled mod patch for scx? cuz that's not updated yet.
Pinenuts Dec 9, 2018 @ 4:35am 
Nice I can even wait for more than that
Princess Stabbity  [author] Dec 8, 2018 @ 7:48pm 
As I said on the SCX Core page, we're giving ourselves at least a week to properly update everything. It may happen earlier than that, it may happen later, but please be patient and do not rush us. We know we need to update everything, we don't need reminders n_n
Noah in da House Dec 8, 2018 @ 5:26pm 
update would be amazing
Princess Stabbity  [author] Dec 8, 2018 @ 1:46pm 
On the way! We're terribly sorry about the delays, we are trying to get all our mods updated, tested and released as soon as we can.
Pinenuts Dec 8, 2018 @ 7:36am 
We need carriers....
Shiroen1 Dec 1, 2018 @ 12:19pm 
Thanks!
Princess Stabbity  [author] Nov 30, 2018 @ 12:48pm 
@Shiroe-kun: No, but if you install it during an ongoing game, you will have to go to ship designer and create a new design from scratch. The game won't generate one automatically (it only does that on galaxy init)
Shiroen1 Nov 30, 2018 @ 12:32pm 
do I have to start a new game to have this class?
Princess Stabbity  [author] Nov 20, 2018 @ 10:06pm 
@ohempton: What do you mean? This mod only adds a ship class, ie mechanics, numbers, etc. Appearance is not really its purview.

That said yes, we do include carrier-specific models in our ME shipsets.
ohempton Nov 20, 2018 @ 6:39pm 
Just for my OCDness, is there any plans to make these carriers have the appearance of the mass effect ships?
Princess Stabbity  [author] Sep 16, 2018 @ 7:16pm 
@Pyranna87: Yes, kinda. Any SC equipped on Carriers is stronger and faster than normal. It doesn't address the AI issues and pathing but it does compensate for them slightly.
Pyranna87 Sep 16, 2018 @ 3:21am 
Do the AI and tech upgrades included do anything to improve the strike craft? Or do the carriers still use the crappy vanilla strike craft??
Tepacana Aug 24, 2018 @ 2:17pm 
Thanks! I look forward to using them! (they look super cool by the way, I used console commands to see what they look like.)
Princess Stabbity  [author] Aug 24, 2018 @ 1:55pm 
@Tepacana: Nuh, actually the only requirement is Cruisers. Carriers are available early and designed to be an alternative or precursor to Battleships. They'll probably pop up at roughly the same time in your tech progression.
Tepacana Aug 24, 2018 @ 8:04am 
What are the prerequisites of the Carrier tech? I'd like to know so I can prioritise those. I'm guessing it's battleships and some kind of strike craft?
BlacKBurn Jun 21, 2018 @ 2:58am 
can you make carriers researcheable 1 tier before
so we can start using them at beginning i hate to research strikecraft but can only be able to put them to defensive platforms

+++just make graviton launchers sections next tier
Princess Stabbity  [author] May 25, 2018 @ 5:32am 
@Dracco0085: It used to be but that necessitated adding a fourth customisable section to the ship designer. Which messed up the UI and made us soft-dependent on UI mods.

Not to mention, the ships are currently balanced around this number of weapons. Adding another section would buff them beyond their intended power level.

Also, at this juncture any change to this setup would result in backwards-incompatibility. Custom shipsets would have to be adjusted to match and it wouldn't really benefit them in any way. It would be irresponsible of us to mess with it outside of a total rework (and we're not planning on doing one at this time)
Dracco0085 May 24, 2018 @ 8:04pm 
That's too bad, any chance on making it functional?
Princess Stabbity  [author] May 24, 2018 @ 3:38pm 
@Dracco0085: It's just cosmetic. They're only there to make the vanilla shipset ships look longer to distinguish them from others.
Dracco0085 May 24, 2018 @ 2:41pm 
Hi, just tried out this mod and your dread one, is the forth section and piece just suppose to be there or can I actually put guns on it?
Bao Jio Apr 5, 2018 @ 1:29pm 
You know you guys are great.
It is just the game offers shitty carrier craft.
Princess Stabbity  [author] Apr 5, 2018 @ 2:49am 
Squeeee! I'm so happy to hear that! n_n That means I don't have to nerf them anymore!

...

For now...
Bao Jio Apr 4, 2018 @ 9:04pm 
Carriers still suck. And it is not due to this mod. It has always been horrible.
Simple does no damage.
The Strike Craft Tree needs to be modded or changed.
The combat AI of the SCs also need to change.
They should be able to launch higher dps weapons.
Kypamop Apr 3, 2018 @ 2:42pm 
I've checked it today twice.
Even if fighters start dealing damage earlier, they got no alpha strike and dps is not high enough to stand against good high-ranged fleet of Titan + Dreadnoughts + Battleships cause this fleet just deletes enemy with huge alpha strike.
The best example would be that high-ranged fleet destroys a citadel of 14k fleet power in a few days and carrier-only fleet needs about a month.
So strike crafts needs a huge buff ===> PD needs a buff ===> torpedoes and rockets needs a buff..
Princess Stabbity  [author] Apr 3, 2018 @ 9:41am 
@Kypamop: This is a good idea! I'll experiment with it a little.
Kypamop Apr 3, 2018 @ 2:38am 
(the second part)
5. After mothership catches some enemy in range they all rearrange and start moving to that enemy. That's ok for those fighters who were moving to the front cause they are already close to that enemy. And that's not ok for those fighters who are far behind cause now they have to spend half of whole combat time moving to that enemy.

There're several possible ways to resolve this issue. I suggest changing rotations from 90 and -90 to 15 and -15 cause this is still not straight to the front but close enough to start fighting soon. And it just looks much better when you see mass fighters moving together (but not in one large 'fighterball' as it would be if you set all the modules roations to 0).
Kypamop Apr 3, 2018 @ 2:37am 
Hi!
I've tried to use SCX Carriers and found them very nice addition to the game BUT there's one thing that should be fixed to use strike crafts properly.
In SCX Core section_templates\SCX_Carrier.txt you use rotation = 90 and -90 in some hangar modules.
The result is (by steps):
1. Combat starts at large distance by a Titan (in my or enemy fleet)
2. Carriers head to the enemy fleet according to their behaviour
3. Carriers launch strike crafts according to the launch time in settings (1.5 sec from the combat start if I remember correctly)
4. Strike crafts see no enemy in the range of mothership so they continue moving in their launch directions.. and this is where rotation 90 and -90 plays their bad role cause some strike crafts just move to the front (cause no rotation is set and the default is 0, and '0' means 'forward of the mothership') but others move to the far right (90) and left (-90). And they continue moving.
(to be continued)
Sacrament Mar 29, 2018 @ 4:23am 
Is this Sins of the Prophets Compat? We Covies love our CSO Super-carriers.
Princess Stabbity  [author] Mar 27, 2018 @ 5:10pm 
Fixed! (In SCX Core) Thank you for the report <3
enigma Mar 27, 2018 @ 2:53am 
no problem ;-)
Princess Stabbity  [author] Mar 26, 2018 @ 6:05pm 
@schmierkaes: OHHHH! Okay, thank you! <3 I'll look into it, that doesn't sound intentional.
enigma Mar 26, 2018 @ 2:47pm 
I guess I should have mentioned shields and armor, since you have S/M/L also for weapons. My bad. In my thinking thats all 'equipment'.
enigma Mar 26, 2018 @ 2:42pm 
I dont mean the slots for weapons. I'm talking about the slots for shields and armor.^^
Princess Stabbity  [author] Mar 26, 2018 @ 2:15pm 
@schmierkaes: We don't have any carrier sections with L weapons. They only use M, P and S (and H, obviously) Are you sure you aren't using some third party mod?
enigma Mar 26, 2018 @ 12:09pm 
I have a question ... the section "fleet carrier core 1" has different slots for equipent then the two other sections (super carrier core 1, graviton catapult core). It has 2xM and 1xL slots instead of 1xM and 2xL slots like the others. Dont know if there is a failure or if you wanted to have it that way.
Saul Onari Mar 24, 2018 @ 11:17am 
@ Princess Stabbity, Sweet thank you very much
Princess Stabbity  [author] Mar 24, 2018 @ 9:07am 
@AG37624C: We don't provide compatibility on this side. I was only told it was compatible. If there are any problems with a particular shipset, please take it up with the uploader of that shipset and/or compatibility patch.