Stellaris

Stellaris

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SD's Better Strike Craft 2
   
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Mar 1, 2018 @ 4:07am
Dec 21, 2018 @ 6:52pm
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SD's Better Strike Craft 2

Description
OK. So once again strike craft are terrible, and once again, I attempt to fix it.

Basically, they are very slow relative to what they should be, and they cannot turn worth a damn. Corvettes literally fly circles around them. That's crazy. That's also why they suck in stock, because they have to make such massive wide turns that high DPS never actually materializes. They spend most of their time trying to turn back into the fray.

Not anymore, they'll jump on a target and stick to it like glue now. Their speed is now good enough that they'll join the fight before its over now too.

Lastly I removed the laser graphics and replaced them with bullet-y looking things.

(Note: Its not compatible with my other mod that just replaces the fighter/bomber projectiles. They edit the same file. If you are fine with strike craft the way they are and just want the light show to go away, use that mod. If you want a reason to use strike craft, then use this one).

Added in "Warbred Amoeba" as an upgrade to the standard amoeba "fighters". They should be comparable to Tier 3 strike craft now, so if you liked using them for RP purposes or variety, you still can :)

### This mod edits/replaces the following existing files
common/component_templates/00_strike_craft.txt
common/component_templates/00_weapons_critters_amoeba.txt

Ok, so what this actually does now.
- Doubles fighter speed
- Tripes rotation speed
- Increases evasion (+10% or so)
- Doubles hitpoints (and shields..! After scouts they have shields now!)
- Changes laser projectiles to autocannons

-- Updated to 2.2!
-- Compatible with NSC2 :)
-- Incompatible with my "SD's Fighter gun graphics swap" mod, since this integrates it. Don't use both!
49 Comments
Raszul Jan 4, 2019 @ 7:11pm 
Notes:
Combat AI
This is a list of targeting priorities,sort all targets as described, then pick the one hat is first on that list, if more then one then apply the next priority, or if there is no more priorities then pick at random
If a priority would result in no valid targets skip that priority instead.

Nearest (5 range)
this means "Sort from smallest to largest By round(Range/5)" then pick the first - which will usually be several craft/targets in larger battles.


Not sure if that kind of Targeting Priority is possible, but it would really help the FIghters pick targets and finish of wounded ones rather than spread their DPS evenly ...
Raszul Jan 4, 2019 @ 7:06pm 
I would love if you could expand on this mod a bit more. I love strike craft but atm they suck

This is what I'd like to see:

Bomber
targets ships
torpedo style weapon (high dps, low rof)
high shield, high hull
Combat AI: Biggest, Nearest (5 range), Lowest HP (5%), highest DPS (10/s), Nearest to Fleet (10 range), Nearest

Fighter
targets ships and strike craft
autocannon style weapon (moderate dps, moderate rof)
Combat AI: Bomber, Fighter, Interceptor, then as Bomber Combat AI

Interceptor
targets ships, strike craft and missiles
medium shield, low hull
Combat AI: Bomber, Torpedo, Fighter, Missile, Interceptor, Nearest to Carrier (10 range), lowest HP (5%), Nearest


Bomber for DPS
Interceptor for Strike Craft PD
Fighter for hybrid but worse than either at their role


Any chance you could include something like that in your mod - or better make a separate one for that?
That would be absoluetly fantastic!

Thanks for your work!
RobotWaifuForU Dec 17, 2018 @ 2:21am 
Which mods need to subscribe to get good fighters?
They seem to contradict or duplicate each other.
Peter34 Aug 27, 2018 @ 6:00am 
Interesting mod. I just wish there was a way to create a ship with lots of Hangar slots. Not an OP one, but just "trading" other weapon slot types for as many Hangar slots as possible.
JameJame  [author] May 28, 2018 @ 4:16pm 
Well, if we both edit the same files then no, it will not work. The files this changes are listed, compare it to whatever mod, if there is a conflict them one of them will break. I don't test against mods I don't personally use. It would be nice if Paradox would sort their modding shit out so this doesn't come up constantly, there is no reason I should have to edit the base files like this, but its out of my hands.,
mk-fg May 13, 2018 @ 10:04pm 
@ryancup
Both this mod and NSC overwrite common/component_templates/00_strike_craft.txt, and given how alphasort-order is used for overrides, NSC fighter stats (and new tiers of fighters from there) will be used over this mod.
Mod you've linked does the same, and is even highier in load order, overwriting fighters from NSC.
So afaict none of these should be compatible with this mod in any way, or any fighter mod for that matter, unless it only adds new techs without modifying existing fighter stats.
mk-fg Apr 28, 2018 @ 2:38pm 
As I was also thinking about what to do with these things, and being somewhat of an idiot completionist, decided that maybe generalist "jack of all trades, master of none" role would be good, so created a mod to that effect and without any other changes, heavily inspired by this one:
https://steamcommunity.com/sharedfiles/filedetails/?id=1372641051
JameJame  [author] Apr 28, 2018 @ 1:12pm 
Hmmm, those are some good observations mk-fg, thanks for making them. I think pretty soon I'm going to just sit down and really just test the crap out of things until I can get results that make sense. Fighters/Bombers are just a complete mess in Stellaris and trying to find the magic balance on them is a chore. Pretty soon I'll push out the next update and that will include proper testing this time around.
mk-fg Apr 28, 2018 @ 11:48am 
To amend my previous msg:
PD gets much better the longer the battle goes on as fighters die-off, and I've only ran tiny battles with up to a dozen ships, so that conclusion probably doesn't apply to more realistic mid/large battles.
mk-fg Apr 28, 2018 @ 8:37am 
Watching space fights play out a bit with this mod, found that bombers got way too tough - while some 2x bunch of PD destroyers would still kill them easily, in fleets of equal size/cost, PD is useless against bombers - they always live longer than host ships, if opposing fleet has any non-pd weapons at all.
Which makes ignoring PD entirely a best tactic vs hangars by a huge margin (esp. because it'd work vs everything else too), and just focus on killing carriers as fast as possible.