Stellaris

Stellaris

Starfighters! [3.12]
58 Comments
Sylxeria Jun 11, 2024 @ 4:53pm 
Seeing this makes me miss the Fighter/Bomber split from way back when!
If I knew more about modding it'd be cool to try making a compat-patch for this and More Vanilla Components, maybe someday~
Dragatus  [author] Jun 10, 2024 @ 1:31pm 
That might be a rare resource issue. What was your income of volatile motes, rare crystals and exotic gases?
Aesirion Jun 10, 2024 @ 12:26pm 
having an issue with hangar bays on Starbases. Initially, they wouldnt put any fighters in them, even though I had several available, and then they did put in Tier 1 Autocannon fighters even though I had all Tier 3 fighters unlocked.
Dragatus  [author] Jun 4, 2024 @ 11:44am 
What problems did you encounter?
Dragatus  [author] May 24, 2024 @ 11:53pm 
v1.6.12
- Cetana's & Skravird Strike Craft now use bomber behavior and have +25% damage vs hull, +50% damage vs armor and -50% damage vs shields instead of +50% damage vs armor and 100% shield penetration. They also now have 40 hull and 90% evasion instead of 13 hull, 5 armor, 25 shields and 85% evasion.
- Gamma Starfighters now upgrade to Skravird Strike Craft instead of to Disintegrator Starfighters.
- Skravird Strike Craft renamed to Skravird Starfighters.
- AI empires normally have a 50% reduced preference for flak/PD strike craft, but they instead have a 50% increased preference for them during a Prethoryn Swarm crisis or if there is an awakened fallen empire on their border.
- AI empres have a 25% reduced preference for bomber strike craft with short engagement range (disruptor & autocannon SC). Psionic and Nanite Starfighters are not affected.
- Fixed AI checking if it had Volatile Motes instead of Nanites in order to decide whether it should use Nanite Starfighters.
Dragatus  [author] Mar 2, 2024 @ 4:21am 
If they work together technically that's great, but I don't think they fit together thematically. Still, the golden rule applies. If you're having fun playing in whatever way you play, you're doing it right.
Sunconure11 Feb 28, 2024 @ 2:48am 
I use the two together fine.
Dragatus  [author] Feb 23, 2024 @ 10:31am 
My educated guess is that it isn't.
Elden Ring 2 when? Feb 21, 2024 @ 10:32pm 
is this compatible with strike craft diversity?
authentic_tincan Dec 5, 2023 @ 1:15pm 
Im not sure if its this mod or not, but Starfighter and bomber armies are missing now. im trying to find out which mod is causing a conflict
Dragatus  [author] Nov 28, 2023 @ 10:13am 
Sorry, my modding skills aren't good enough for that.
harozuken Nov 27, 2023 @ 2:31pm 
Just got an idea for this mod, what about adding a modifier to strike craft to reduce collateral damage during orbital bombardment? why shoot blindly down on a populace trying to take down entrenched positions when you can send down smaller craft for precision strikes.
Dragatus  [author] Nov 18, 2023 @ 2:37pm 
My pleasure.
Karma Nov 18, 2023 @ 1:28pm 
this is literally one of my favorite mods. Thank you for updating so quickly!
Dragatus  [author] Jul 6, 2023 @ 9:13pm 
You mean you want different types of Ancient Drilling Drones? I don't see a compelling reason to do so. I might consider making some SC based on the other archeoweapons, but I'm hard pressed for free time ATM so it's not happening anytime soon.
Sunconure11 Jul 6, 2023 @ 6:05pm 
Would it be possible to add variants based on the Ancient Drilling Drones archaeotech? However, as ESC2 recently introduced something similar, maybe add something to distinguish the two apart? Given that I use both mods together.
Dragatus  [author] Jun 5, 2023 @ 8:11am 
Yes. You'll need the Galactic Paragons DLC to use it. The main special thing about Skravird Strike Craft is the armor.
ꜰᴀʏʙʀ Jun 3, 2023 @ 8:51pm 
wtf, didn't know there was a unique strike craft from a dlc. I take it I need to the dlc for it to appear then?
Dragatus  [author] Jun 2, 2023 @ 11:23am 
v1.5.38
- Incorporated Skravird Strike Craft from Galactic Paragons DLC.
Dragatus  [author] May 21, 2023 @ 9:02pm 
Mod currently has an issue in that the special T4 SC you get from a certain legendary paragon aren't included. I'll try to update it this week. Other than that it should work fine for the 3.8 patch.
Dragatus  [author] May 13, 2023 @ 8:37am 
I don't think that effect works for strike craft. But if it did, it would be a good addition to the mod. More archeo-tech fighters is an interesting idea, but I'm currently too short on time to add new SC types. And of course, thank you for the kind words.
ꜰᴀʏʙʀ May 11, 2023 @ 10:32pm 
I've been using your mod for a long while now and I still enjoy it to this day as compared to the other bloaty strikecraft mods.

If you're still working on the next update, might I suggest something?

While checking and comparing some weapon components, I noticed that torpedoes have this unique multiplicative damage against larger ships.

I think a new strikecraft type armed with explosives (be it torps or missiles) that deals more damage against larger ship types would be a nice addition.

Maybe even incorporate some of the new archaeo-tech into strikecrafts? That'd be swell.
Dragatus  [author] Mar 15, 2023 @ 10:11pm 
The mod should work fine with 3.7 patch. I'll still update it when I find the time.
Dragatus  [author] Dec 22, 2022 @ 8:39am 
@Morcleon I'd like to see them first and then I'll decide whether to put them in.
loyalgaurd Dec 18, 2022 @ 9:54pm 
I wish star fighters could be their own fleet.
Morcleon Dec 18, 2022 @ 1:15am 
I love this mod for the variety of strike craft that gives actual strategic options, but the one thing that annoys me is the lack of individualized and descriptive descriptions for each individual component. If I wrote up short bits for each one, would you be willing to put it in?
Dragatus  [author] Dec 3, 2022 @ 1:31am 
I wasn't planning to, but I could do it if there was demand for it. I'd post it on PDX mods though, not here on Steam.
TooSillyFennec Dec 2, 2022 @ 3:41pm 
Hey. Weird(not really) question, are you gonna post a 3.5 Backport of this?
Dragatus  [author] Nov 29, 2022 @ 9:55am 
v1.4
- updated for Stellaris 3.6 Orion (adjusted weapon values, halved hull, reverted engagement range)
- different SC types now have different range, based on the range of the weapon they use
- added Nanite Starfighters as an upgrade to Stormfire Starfigters. Requires Nanite Autocannons.
Dragatus  [author] Oct 8, 2022 @ 12:47am 
Thank you for letting me know. I looked into it, but can't find any fault in the files that define the amoeba SC. I'll keep an eye on it. It's possible that the changes I made (reduced power consumption, food cost) are somehow enabling it. I have previously noticed auto-design using Energy Siphon before I researched the tech too, so maybe it's a general problem.
Slime Incarnate Oct 7, 2022 @ 4:09pm 
i dont know if you know of this bug but with the mod enabled the auto best option acts as if you have the amoeba tech and adds the amoeba strike craft
Dragatus  [author] Sep 23, 2022 @ 10:13pm 
Updated recommended game version to 3.5. No further changes.
Spikem59 Sep 9, 2022 @ 11:55am 
I would love to see a version of this mod that makes use of Extra Ship Components, granting starfighters based on the weapons added by that mod.
Dragatus  [author] Sep 1, 2022 @ 5:33am 
Starfighters! should disable the PD fighters from NSC2, so the two mods should work together without problems. However, Starfighters! and At War: Carrier Improvements are not compatible.
bajumche Aug 31, 2022 @ 5:56pm 
Will Starfighters! and Atwar: carrier improvments get along? And does Starfighters! override NSC2's fighters? Sorry im newish to modding Stellaris.
Dragatus  [author] Aug 23, 2022 @ 11:41am 
Most SC added by the mod are bombers, if by "bomber" you mean "only shoots at enemy ships". Only PD & flak SC are "fighters" (target enemy SC & missiles).

I haven't given nanomachines much thought, but they could be added at some point.
ꜰᴀʏʙʀ Aug 23, 2022 @ 12:19am 
That's a lot of psionic strikecraft. No love for nanomachines, son?

Will there ever be bombers or will it only be fighters?
Dragatus  [author] Aug 21, 2022 @ 3:54am 
v1.3
- improved & advanced SC technology now actually does require first researching thrusters & sensors of the same tier
- Amoeba Flagella changed to have +25% damage vs armor, +33% damage vs hull, 35% evasion and 60 hull (old stats: 100% shield penetration, +50% vs armor, 50% evasion and 50 hull)
- added Gene-Seeded Amoeba Flagella, Leviathan Amoeba Flagella, Cutting Laser Strike Craft, Energy Siphon Strike Craft, Null Void Strike Craft, Psionic Starfighters, Avatar Starfighters, Oracle Starfighters and Disintegrator Starfighters
Ragnarr Loðbrók Aug 20, 2022 @ 5:38pm 
Challenge accepted , my Strike Craft Fetish Empire is gonna rise up and try take over the galaxy

Carriers i come!
Dragatus  [author] Aug 9, 2022 @ 4:32am 
I'm not entirely sure. Empire wide damage and fire rate modifiers might have an effect, but any bonus from ship components does not apply. I have also heard that SC bonuses are bugged though and only affect the first SC to leave the hangar.
ꜰᴀʏʙʀ Aug 8, 2022 @ 7:36pm 
Do modifiers such as Ship Fire Rate, Ship/Weapon Range, +Hull HP, +Shield HP, etc. affect strikecrafts or just strike craft specific modifiers as a whole?
Dragatus  [author] Aug 5, 2022 @ 10:38pm 
Sorry, I do text files and icons. 3D models are out of my league.
Final_B0ss Aug 5, 2022 @ 4:59pm 
Yo, can you or any of the other ship makers make some Orville starship sets? I love that show.
Dragatus  [author] Aug 5, 2022 @ 2:55am 
I would need translations for the hangar names only, hangar descriptions are reused from the unmodded game.
Dragatus  [author] Aug 5, 2022 @ 2:54am 
Sorry, English only at the moment. But if anyone wants to help translate the mod into other languages, I can add support. If you want to do that it's best if you poke me on Discord.
HDC Aug 4, 2022 @ 9:35pm 
chinese?
Dragatus  [author] Aug 4, 2022 @ 4:06am 
@Musashi It does work with NSC. The only issue is that NSC has its own PD strike-craft that have stats that are a little bit out of line with my mod and it can be a bit jarring to have both. But Starfighters! itself functions just fine.

The next update of my mod should get rid of the fighters added by NSC2, if loaded first (among other things).
Musashi Aug 3, 2022 @ 10:00pm 
Someone tryed to see if it's playable with nsc?
Dragatus  [author] Aug 3, 2022 @ 12:20pm 
v1.2
- fixed UI displaying too many hangar components in the strike craft technologies and breaking the UI
- increased number of craft per hangar from 6 to 8
- SC tracking reduced by 5
- improved & advanced SC technology now requires first researching thrusters & sensors of the same tier