Stellaris

Stellaris

At War: Carrier Enhancements
177 Comments
Obi-Wan Cannoli Mar 19, 2020 @ 12:32pm 
Someone else is updating the "at war" mods for 2.6: https://steamcommunity.com/workshop/filedetails/?id=2026864910
Mavrik347 Mar 18, 2020 @ 11:29am 
Not a quick fix? Kind of kills your mod is all.
The Dadinator  [author] Mar 17, 2020 @ 6:55pm 
No more updates planned.
Mavrik347 Mar 17, 2020 @ 4:59pm 
Today's update breaks carrier platforms. They are listed in-game but provide no hanger slots. :(
Ragnarok Mar 15, 2020 @ 9:20am 
Welp, looks like this mod will be outdated when 2.6 hits: it adds a 'carrier' combat computer, buffs strike craft power and range, etc.
vardicdestroyer Feb 25, 2020 @ 9:59pm 
@The Dadinator, just had a starbase outfitted with nothing but fighter garrisons defeat itself in combat. Every fighter that the base launched turned around and started attacking the base. The enemy fleet attacking my starbase had no fighter capacity at all, and I could clearly see the fighters attacking the starbase, and the damage output readout showed the station taking fighter damage. This is the only mod I'm running that should have anything to do with carrier/fighter mechanics, do you have any idea's what might have caused this?
ekoparker Feb 20, 2020 @ 9:19pm 
I'm having a weird issue where I have the tech for new fighters but only the tier 1s are showing up
tilarium Feb 15, 2020 @ 11:17am 
So edit the mod yourself. It’s not hard.
Bambaro Feb 14, 2020 @ 9:54pm 
understandable i just like to play with ship mods that add a dedicated carrier class but it makes them feel redundant when the battle ship sections totally out mach them for hangar space.
The Dadinator  [author] Feb 14, 2020 @ 4:55pm 
Not gonna happen. sorry.
Bambaro Feb 10, 2020 @ 11:21am 
would love a version of this mod with the radar and strike craft but not the new ship sections.
chazman1189 Dec 30, 2019 @ 11:09pm 
Whenever you get the chance, you need to rework the carrier radar. It's range of 450 means that pretty much any range boost exceeds the max attacking range in the game, meaning your carriers or any fleets they are attached to will never be able to enter combat because the game doesn't register them as having an attack range. Instead, they will just fly to the middle of the system or hug the fleet you want to attack. Dropping it to 250 might fix this, depending on just how many range boost stacks there are in the game.
perl Dec 24, 2019 @ 6:27pm 
Seems like the carrier radar is causing fleets not to enter combat.
Sniggledorf Fumpledink Dec 17, 2019 @ 11:38pm 
please update. Also, is this save game compaible?
DKeith2011 Dec 13, 2019 @ 10:25pm 
Needs update for 2.5
Ragnarok Nov 26, 2019 @ 5:40am 
Also a patch for the Attack Moons and Behemoth Planetcraft of Gigastructural Engineering would be wonderful - both make heavy use of strike craft, and would benefit from a component to let them launch at long range.
Ragnarok Nov 26, 2019 @ 5:39am 
PLEASE update this with a sapient combat computer AI for carriers.
Ghost Fox (ΘΔ) Nov 19, 2019 @ 12:46am 
@Gaiyamato
And you are putting a Carrier Radar in one of the PD slots so the carrier has a non-fighter weapon of the desired range? If so, try taking any range-boosting components off.
DrUltraLux Nov 18, 2019 @ 11:11pm 
Carrier AI breaks for me in combat if I use any craft other than level 1 or 2 basic strike craft. The carriers sit at max range and the fighters just hover around the carriers doing nothing, while the enemy destroys my ships with impunity. They activate fine if the enemy closes in close though.
So this is mainly a problem when facing the big leviathans, such as Interdimensional Horror, and Bastions.
TheP00Master Nov 8, 2019 @ 2:28pm 
this mod seems to work fine but is there any known issues
Mattie AH Nov 7, 2019 @ 3:11pm 
any plans for update across the board for all mods or not
packedmaniac Nov 4, 2019 @ 6:33am 
Badly need an update to this for 2.5.x mate
tom Nov 3, 2019 @ 6:49am 
is there an update planned?
LUCHS Sep 12, 2019 @ 7:11pm 
I found that you did not translate it into Chinese and I want to translate it in to Chinese.Only using with my friends and me .If you could allow me to translate it.
Erindal Sep 7, 2019 @ 1:49pm 
@Crazy Old Texan @PersistantFlame I wrote a quick patch here to make carrier radar work with NSC Season 4: https://steamcommunity.com/sharedfiles/filedetails/?id=1856876785
Crazy Old Texan Aug 24, 2019 @ 1:54pm 
and the carrier radar also does not show up.
Crazy Old Texan Aug 24, 2019 @ 1:53pm 
PersistantFlame the strike craft work fine but the computers don't show up.
ArthurianAce Aug 23, 2019 @ 8:22pm 
What about with NSC4’s escort carriers?
Crazy Old Texan Aug 23, 2019 @ 3:44pm 
PersistantFlame it works great with the NSC4 carriers.
ArthurianAce Aug 16, 2019 @ 5:34pm 
Anyone know if this works with NSC4?
saintkeiran Aug 10, 2019 @ 2:04pm 
So, I still have the issue where most of my fighters will not engage in the enemy when I have the carrier radar installed. However, I noticed that while strike craft do not engage, advanced combat fighters do engage.
Ozymandias Aug 9, 2019 @ 6:00pm 
Have they fixed the issue where ships automatically equip the longest range and you cant change it?...
robotato Jul 17, 2019 @ 2:50pm 
Can this be used with 2.3.3? I would like to know before I begin a new game. Thanks!
Ghost Fox (ΘΔ) Jul 4, 2019 @ 9:57pm 
@Gig
Carrier radar is a PD weapon that can only be fitted to certain sizes of ship — notably, it's not an option for cruisers.
Gig Jul 4, 2019 @ 7:50pm 
So Im kinda lost with this mod I couldnt find the carrier radar in my playthrough for the life of me so I folded and cheated all techs it doesnt seem to be there??
magnum2016 Jun 27, 2019 @ 3:03am 
Save Game Compatable?
Ghost Fox (ΘΔ) Jun 26, 2019 @ 9:20am 
@BlazingResolve
How does any weapon's range stack?
ArthurianAce Jun 26, 2019 @ 12:06am 
Does anyone know if/how the carrier radar stacks?
Lubjubjuba Jun 18, 2019 @ 10:46pm 
I am not able to put any reactors or hyperdrives on the ships. Not sure what to do?
gordon519 Jun 11, 2019 @ 5:56pm 
2.3 update?
GabeC1997 Jun 6, 2019 @ 3:46pm 
Just to make sure, the carrier radar is it's own research right?
tilarium Jun 4, 2019 @ 10:08am 
@JessHorserage A couple of things. Do you know how annoying it is for people to ask for an update literally minutes after an game update comes out? And are you seriously cutting and pasting that on every single mod page? This is like the 6th thread I've seen you post the same thing on. Be patient, mods will update when the authors have the time.
JessHorserage Jun 4, 2019 @ 9:35am 
Alert, the whole, 2.3 has hit, if this hasn't been abandoned and you have some free time, do it, it would be quite neat.
Gideon Falcon Jun 2, 2019 @ 11:10pm 
I'm not sure if it's because of other range enhancers in addition, but using the Carrier Radar makes my fleets stop working. The fleets became unable to enter combat until I took the radar off or removed the ship equipped with it. I've asked others, and they suggest that it makes this weapon range too high for the game engine- If you reduced it down to a more normal weapon range, like 150-200 or so, this might put it back in an operable range.
Cosmos Jun 2, 2019 @ 2:20am 
I cant seem to find the torpedo bombers even though i have unlocked them
glee8e May 30, 2019 @ 2:00am 
Really nice mod! It has some brilliant combo with bastion seiging, or getting that Sancutary...
Miles Edgeworth May 22, 2019 @ 1:14pm 
This has probably been asked before, but does this work with "Real Space - Space Battles"?
user May 11, 2019 @ 11:47am 
this seemed to break my fleet. Carriers would hang back but fighters would just stay with the carriers and the fleet would get destroyed once the enemy came closer.
Ghost Fox (ΘΔ) May 3, 2019 @ 5:47pm 
...And how do you propose to use aux slots to add weapons?
HOld the DOoR! May 3, 2019 @ 2:09pm 
I kinda think that a good way to balance carriers would be to add extra Hangar Bays into the auxilary slots of respective hull sections thus increasing their damage potential over standard designs at the cost of lower survivability.