Master of Orion

Master of Orion

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Fighter Mods V2.0.3
   
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10.213 MB
14 Jan, 2017 @ 10:10pm
19 Jan, 2017 @ 7:02pm
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Fighter Mods V2.0.3

Description
Fighter Mods V2.0
Made with game Version 54.11
Tested with: 5X the ultimate balance mod v2.1.1 by Spud Dastardly: steam://openurl/http://steamproxy.net/sharedfiles/filedetails/?id=800155077
- V2.1.2, and v2.1.3 seem to have no conflicts either, just load this after his mod.

This is my second try at making fighters a viable option throughout the game.

With my first Version I still couldn't get the fighters to work as well as the rest of the weapon systems available at the same times... So I took a good long look at how the fighters worked in this installment of MOO.
**I found that the section for fighters in the shipblueprint.yaml has NO effect on the fighters in game, you can even delete this section from the base game without any effect - so adding extra weapons there was out.**
** I found a solution to this, mostly...**
The cooldown times for the bays constantly cycle, no matter if theres fighters in the bay or not, this leads to eratic launch time delays.
fighters, bombers, and heavy fighters engage the FIRST ship they come into range of on their way to the target coordantes, and then their weapons go through their own cooldown cycle. after their cooldown they will engage the NEXT ship that enters their firing arc... this can lead to them NEVER taking a shot at the target you selected.

I cannot fix the fighter targeting AI, but i can address the lack of firepower and launch issues.

All Bays are size 40

Fighters fly as packs of 6 with a range of 135, Bay cooldown is now 2.0
acceleration is 8, max velocity is 18, with the drive speed range set from 12 to 18 *changed in V2.0.3*

Bombers fly in packs of 5 with a range of 115, Bay cooldown is now 2.5
acceleration is 7, max velocity is 16, with the drive speed range set from 10 to 16 *changed in V2.0.3*

Heavy fighters fly in packs of 4 with a range of 125, Bay cooldown is now 3.0
acceleration is 9, max velocity is 20, with the drive speed range set from 14 to 20 *changed in V2.0.3*

to improve the bombers and heavy fighters DPS, the Bombs in game have been edited.
the cooldown of all bombs is now 4 and the range is now 12 this should put them in line with the range and fire rates of the Point defence weapons, without impacting their use on a planetary target.
this change means bombers can get off just as many shots as a fighter can in the same amout of time.

Missiles have had their ranges and speeds adjusted. this was so the fighters have a Long range Niche and so the combat looked a bit better...
ranges: / speeds:
Nuke: 75 / 11
Merculite 85 / 13
Pulson 95 / 15
Zeon is 105 / 17
originaly missiles were all set at range 60 and speed 11

Point Defence modifier was adjusted to keep everything in some kind of balance:
PD cooldown is now 45% of the base weapon VS 75%
range is now 25% of the base weapon VS 20%
accuracy is now +33% VS +25%

Designing your ships with good point defence is MUCH more important now, with the faster missiles and fighters your PD has less time to kill all the oncoming weapons... The computer Will add fighter bays in some of their ship designs and with this mod those fighters are dangerous...

I highly recomend using this with these mods:
My own Proton Pulse Cannon: http://steamproxy.net/sharedfiles/filedetails/?id=841482008
And Plasma Stutter Gun: http://steamproxy.net/sharedfiles/filedetails/?id=842609313
And breckwilhite's Rail Gun: http://steamproxy.net/sharedfiles/filedetails/?id=801596489

these three weapons help you keep up the damage for the fighters and heavy fighters, and give you more choices In Point Defence enabled weapons.

*V2.0 NOTES*
Currently the caluclated attack value in game is slightly glitched. This is not a result of This mod, but an ongoing issue in the base game. This is Especialy noted with the bombers and heavy fighters. MID game (antimatter bombs, Phasors, class V sheild, +75% computer) I built a Battleship with 9 bomber bays, attack value of 411... add ONE pulson mirv missile to this now my attack is 1005... where the same ship replace the bomber bays with 22 pulson mirv's and a dauntless - attack value is 481. both ships did about the same in combat, The carrier type is a little trickier to use but It CAN hold its own now...

*V2.0.1 notes*
I found a solution to adding more guns to the fighters...
Fighters have 2 guns now
Bombers have 2 Bombs, I still can't get them to use torpedos, i'll keep trying...
Heavy fighters have 2 guns and a Bomb.
This dosen't double their damage, it goes up by about 50%...

Fixed a Potential Bug, where you'd research the tech for graviton beams and suddenly the Bombers would do no damage at all when running just the wrong combo of mods.

*V2.0.2 notes*
Opps... made a bug...

*V2.0.3 notes*
Altered the fighter speeds again... now they don't quite look so crazy fast at the end of the game.
24 Comments
GlassDeviant 3 Sep, 2018 @ 8:04am 
Is this compatible with the mod that increases fighter range from 60 to 100?

Also, the Rail Gun mod is gone, you might want to remove the link from your description.
Venusaisha 23 Dec, 2017 @ 1:38am 
"checks n balances" and often " two heads better then one". This mod and anthouer fighter mod as long as they don't overrite or complicate as must be tested in certian mod order. That may do the trick.:Diplomat:
Venusaisha 23 Dec, 2017 @ 1:33am 
I will test this mod with red earth bigger bombs for fighters(red earth) in Moose lite collection eventually. maybe it will 'checks n balances" and generate a loop fix.
killerproblem  [author] 23 Nov, 2017 @ 2:08pm 
Sorry y'all I haven't had the time to mess with ANY modding, or really play much of any games lately. I do hope to come back to this and give it an update, but i can't make any guess as too when i'll have the time again...
Kronosfobi 21 Aug, 2017 @ 4:43pm 
Awesome work. KEEP IT UP! :steamhappy:
Tuxu -=JeepC=- 15 Aug, 2017 @ 6:06pm 
Good workd man!
NGD Studios have no clue about what they're doing with this franchise... It's just like letting a bunch of clueless children run a 24 years old legend - oh wait...
necro55 24 Jul, 2017 @ 6:49pm 
Hello Killerproblem,
I have made it into late game, and I am findingn that a titan with PD weps and 21 heavy fighters cannot take down a battlestation or star fortrerss with Class5 shields, I am using a custom creative race, so I do have ALL the techs, and it can take down missile battreries and gun platforms, but even sitting directly adjacent it cannot do enough damage to beat out the stations shield regen rate.
If I sound annoyed, I am, but not at you, you are trying to fix the problem and I think you are on the right path, but they should not be this gimped.

Also, will the fighters use any of the late game upgrades from 5x mod?
Are you still maintaining this mod?
necro55 7 Jul, 2017 @ 9:41am 
I think I found a problem, or a at least something I am not undersstanding well.
1) I found the fighters have diminishing returns against armor. They attacked the same battlestation over and over and did less and less.
2) I found that after I think 6 attacks or maybe 7, fighters came baack to the carrier, did not launch any more.
Otherwise keep at it, I like that carriers can be viable!
Taktikus 6 Jul, 2017 @ 3:29pm 
I play your mod now and nothing can stop my ships with bomber bays and a good bomb. Is it possible that you like Fighters and Bombers too much? ^^
rhohltjr 8 Feb, 2017 @ 5:47am 
As I recall from MOO3, craft from carriers did it all. Attack and defend. Oh well, perhaps yet to be in an update.....