Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
At some point I may return to Stellaris, but it's not something on my current radar.
Since I haven't updated this in at least 6mos, there are likely some issues with it. But I just don't have the time to maintain it myself. Apologies, and hopefully someone would like to update it themselves. It's not a lot of files to update, but you have to look at the differences in how things are from Stellaris today as compared to 6mos ago (thereabouts).
Some folks might want to check out Distant Worlds 2. Not quite the same experience as Stellaris - different cuppa - but a hellova game in its own right.
yeah, the core game has removed some basic sections - and more of them still in the later shipsets it seems (I had already scaled back use of sections that they stopped supporting in a previous pass). I can perhaps look at overloading some of the existing sections to make it not so visually wrong -- but without the gun hardpoints - the turrets won't be visible. Should work okay, I believe, but less than ideal.
The fungoid missile bow does seem to have a minor issue though: at least in 3.2.2, the missile and point-defense turrets don't appear in the hardpoints, despite being equipped. That's only an aesthetic thing though.
I do want to thank you for this mod though! It's vastly improved my enjoyment of the game.
I thought I'd addressed that a while ago - but maybe the newest shipsets from Stellaris have even fewer sections? lame, if so.
I like mixing missiles and fighters on my carriers - not a bad combo.
I pay less attention to the computers - but as you say - the AI isn't anything to get excited about.
(I just keep this slot manually empty).
Personally, I dont understand any other slots except for PD and H on so called "carrier" ships.
Because the idea of a carrier is to stay as far away from combat as possible, and launch squadrons of fighters. As soon as you put any weapons on this ship (even with carrier computers) the ships move too close to the frontline and get targeted as any other combat ship.
But thats an issue with vanilla game balance and ship behavior.
I use mods with advanced carrier computers where they stay at the far edge of the system and engage from great distances.
Anyway, yours is a great mod, really like the changes. Especially +evasion on destroyers, suddenly they are now much more usefull)
I also kept the same game-balance, where a 1H == 1L == 2M == 2G == 4S.
I could change that 1M to 1G. That'd be both fair and more sensible...
And yes, this mod simply renames vanilla battleship "hangar bow" (1H + 2PD + 1M) to "carrier bow" with the same 1H + 2PD + 1M ..
Maybe consider changing this unnecessary 1M to +1H of a total 2H+2PD
I did most of a play through (quit at 2315 because of breaking mods/not knowing what I'm doing with the new stuffs, end game crisis started at 2325) with this mod and it seems to work fine. Didn't notice anything weird with ships or weapon issues.
I'll update this stuff at some point. TTBOMK, it works - but if you see issues, please report them so I can investigate. thanks.
P.S. your description is missing a lot of text.
I was using ones from a much older build - and they may have finally deleted them? Might have to use one of the standard models that are a poor fit for gun mounts, but always exist?
That or import those models & etc. into this mod - but that's a PITA of its own.
but I'll update the version numbers at some point.
This makes the AI go less for corvette spam in midgame and makes it also less viable for the player, which is a nice change.
I found NSC to be too micro-manage-y with an overwhelming number of ship types.
But - to each their own!
I just wanted something that gave me a bit more flex to make carriers or missile boats or whatever strategy I wished, rather than adding a hundred types of ships - while trying to keep things reasonably balanced for all designs.
Glad whenever others find it valuable / fun to use.
Depends on if they also modify the ship designs - and not merely limits.
Put whichever you want to be "most true" earlier in your list of active mods, and you'll get that behavior.
Like this: steamcommunity.com/sharedfiles/filedetails/?id=1616723494
Thanks again, Petrovytsh!
Shall I just update this -- and add credits to you for 2.6 & Russian updates?
https://drive.google.com/file/d/14iaR0qqPyolVg4g1cYIi2MnvDdqiM93v/view?usp=sharing
Just need work to slack off a bit...
I've updated my other mods - but this one is a much larger project for a day when I have the enthusiasm for it. Sorry.
@Mordachai, may we please know if you are planning to update this or not?
Please be encouraged to continue updating this mod, I absolutely can't live without it now. This is the only Vanilla ship class mod that increases Aux Module slots... Having two slots at the minimum is mandatory for me now.
Thanks for the hard work on it too, the new Titan dual XL bow is a beast. I love watching it fire
I just wanted to make a much lighter weight thing that made the existing classes more adaptable.
Adding classes means that other 3D model mods must include models for your extra ship classes - and it breaks ship class name lists - which must be expanded to cover all of your ship classes - which meas that NSC2 ends up being a bit wonky in practice (minor stuff - great mod overall).
Still - that's not what this mod is for :)
It would be nice if PDX added support for carriers directly - and maybe split up cruisers into light and heavy - maybe - since that would force every 3D model mod to update to that.
Thanks for reporting that. I'll fix asap! :)