Stellaris

Stellaris

Project Strike [Archived]
34 Comments
FrozenParagon Jan 5, 2023 @ 7:28pm 
ALL YOUR ASSETS ARE BELONG TO US!
w.girl27 Sep 27, 2021 @ 4:08pm 
YES ive wanted this for years geuine mechs that are also unique
flyons_gary Apr 25, 2021 @ 12:26pm 
I see, thank you for responding.
Icen  [author] Apr 25, 2021 @ 12:14pm 
@flyons Unfortunately That one is not supported yet. I will get to seeing this mod for 3.0 once I finish my other mods updates
flyons_gary Apr 25, 2021 @ 11:40am 
Will this have a issue if I have a different shipset? Like the biological one from Forgotten Queens Hivemind mod?
Icen  [author] Feb 15, 2021 @ 2:08pm 
@TheKitchenCalamity You don't need those DLCs for this mod. This mod simply won't do anything with the DLC/Mod models if you are not using it.
TheChefOfChaos Feb 15, 2021 @ 1:48am 
Question does this mod work without plantoids and humanoids dlc? As in if I install it without those dlcs I just won't get their variations, or is it that I need those dlcs or else the mod will break?
Baron McPineapple Feb 4, 2021 @ 1:14pm 
DUDE. FUCK. YES.
Heavy147 Feb 2, 2021 @ 4:46pm 
@Icefrenzy thanks also can't wait to see what else you guys come up with.
Icen  [author] Feb 2, 2021 @ 1:55pm 
@Heavy147 The 3rd image is Plantoids Shipset(DLC) and the 5th one is Machine Shipset(Mod)
Heavy147 Feb 2, 2021 @ 10:47am 
what ships do i need to get the mechs in the 3rd and 5th images?
Icen  [author] Jan 26, 2021 @ 5:07pm 
Small hotfix released to fix Machine Shipset Missile mech locators and TGEF shipset mech gun barrel textures.
=][= Milante Jan 25, 2021 @ 7:55pm 
Thank you for the update, looks great! I did notice another possible minor bug with the missile mecha (again for the machine shipset, I haven't tested this with any others yet) where the missiles fire from the center of the system. I do run with a lot of mods, and I did notice that a similar effect happens with mining drones and their lasers, so it is possible this is the result of another conflict somewhere.
Icen  [author] Jan 20, 2021 @ 1:59pm 
Minor Update! The machine mecha shoulder cannon should now be fixed
Icen  [author] Jan 20, 2021 @ 1:10pm 
@Milante Unfortunately I don't plan to release a separate mod with those changes as the files it overwrites is edited in the way that requires my entire modset to actually function as intended. (AI having Thousands of ships, Specific tech upgrades redirection, Modifier changes, etc)

However, anyone is welcome to make a submod or patch to add AI usage, fix the entity overrides, or what other ideas they can come up with. Due to how limited manpower and time I have, I unfortunately cannot simply support releasing more mods as it would strain me personally.

=][= Milante Jan 20, 2021 @ 6:11am 
Oof... that's rough. It would be nice if Paradox introduced a way to tweak objects during loading, much like Rimworld started doing a couple years ago. Mod compatibility would become much easier.

Out of curiosity, would you consider releasing your version of the mod either as a separate mod or submod?
Icen  [author] Jan 19, 2021 @ 6:08pm 
@Milante I'll take a look at the machine mech being inside out.

As for the energy siphon, its a side effect of me Paradox coding some weapons to use specific entities model for weapons. This applies also applies to Torpedoes and amoeba weapons as they reference specific torpedo and amoeba weapon models in the weapon template.

My personal modset has an edit for those weapons that remove the entity overrides but since its actually editing weapon templates, compatibility will drop significantly if I deploy it with the mod.
=][= Milante Jan 19, 2021 @ 7:09am 
I love this mod. The Escort Strike Groups seem really well balanced so far, despite the low hit points (looks like they have really really high evasion, I'm assuming). This makes PD actually work fairly well against them, despite the reduced damage those weapons do, while "larger" weapons have trouble hitting them at all.

I've noticed two oddities so far:
First, when equipping a machine shipset mech with the energy siphon, it shows the default s turret instead of a mech.
Second, the shoulder gun on the machine shipset mechs appears to be "inside out". This one's a bit odd to explain, but in the ship designer, when I rotate around the mech, I can see through the outer surface of the gun and the texture appears to be applied to the inner surface of the mesh. This is not at all noticeable anywhere but the ship designer, but it is kind of odd.
Icen  [author] Jan 2, 2021 @ 1:16am 
Update! I added new missile sections for both basic strike groups and mecha strike groups! New custom models are also included.

I also remodeled the WSG mechas and added support for the other color variants it had.
kjumper Jan 1, 2021 @ 4:32am 
Very neat mod!

One thing I was wondering about, balance-wise... Although they get an extra small slot next to Corvettes, might they be a bit underpowered next to them? A Corvette has 300 HP by default, and can increase that to 500 HP with vanilla technologies, but an escort strike squadron has just 120 HP, and as far as I can tell, no way to gain more, and costs almost the same as a Corvette. Of course, the Escort Strike squadrons SHOULD have less HP than Corvettes, but I worry that as it stands they might not match up well enough to justify building them next to Corvettes.
starfirejordan Jan 1, 2021 @ 3:19am 
mechs are cool
Cirdain Dec 31, 2020 @ 9:48pm 
Cheers, thanks for the quick fix. Happy New Years!
Icen  [author] Dec 31, 2020 @ 9:36pm 
Alright I just recompiled model for machine shipset mech to add the locator for the gun. Happy New Years!
Icen  [author] Dec 31, 2020 @ 8:39pm 
@Cirdain Alright I'll take a look and fix it as soon as I get a chance
Cirdain Dec 31, 2020 @ 8:18pm 
Sorry, using the Machine Shipset
Icen  [author] Dec 31, 2020 @ 7:39pm 
@Cirdain Which shipset is that one? I may have missed giving a locator for it
Cirdain Dec 31, 2020 @ 6:47pm 
Okay, now for an actual problem. When using the mecha, weapons fire is coming from the star, not the actual mechs.
Endless Void Dec 31, 2020 @ 9:43am 
Robotech
Maritisa Dec 30, 2020 @ 9:35pm 
I've been waiting for this for a long, long time.
Cirdain Dec 30, 2020 @ 3:26pm 
Figured out the problem, before you waste time looking into a problem that isn't there. The issue was that I didn't have weapons equipped; once I equipped weapons into the design, the models showed back up. The flames from the exhaust were still there though, so it was just floating in space, haha.
Cirdain Dec 30, 2020 @ 1:50pm 
I've got a problem where, while using the Machine Shipset, switching the Squadron from Strike Craft to Mecha permanently removes the models, even if I switch back.
Nazotech Dec 29, 2020 @ 1:13pm 
ITS A GUNDAM!
Spider Dec 29, 2020 @ 7:11am 
This is easily one of the coolest ideas I think I've seen on here in a long time.
MnCnNn Dec 29, 2020 @ 5:19am 
Omg, I am in love with this. My Macross dreams can come true. What a brilliant mod!