Stellaris

Stellaris

Strike Craft Diversity
113 Comments
羊驼 7 Jul @ 7:45am 
Is it works now?
Epyon (AnimeToxic) 4 Jul @ 12:02pm 
is it compatible for amazing space battles?
Tuxedo 5 Jun @ 8:48pm 
Hi, been looking for a strike craft mod, wanted to check does it have all the variations even for special strike craft, like the archeotech ones, pretoryn, ameoba, the ones from the legendary paragon too? or just the basic 3 tiers from vanilla?
Chungus Amongus 24 May @ 8:50pm 
Hi there, amazing mod!
I'm wondering if you can help, "Superior General" has a Star Wars submod which changes Strike Craft in the Republic Ships mods for Vanilla and NSC, changing the bombers and fighters (V-19 Torrent, Y-Wing) into ARC-170's and V-Wings. When I asked for clarification if we can still use all four ship models because there I thought there was technically multiple strike types in vanilla, I was told the ships were overwritten and the way vanilla code works only allows for the the ships in the mod, or the submod, not both.
Could your mod help resolve this by showing them a way to add new ship entities/types, and if so would you be willing to reach out and help them? If you could please let me know here first as I said I wouldn't ask or insist with them, just that I'd update them if a workaround presented itself.

Thanks for your help in advance, can't wait to try this mod!
La Kato 29 Apr @ 9:22pm 
seconded to @guywithpups, any compatibility with ship scaling?
Matathias 24 Mar @ 9:40pm 
In case you weren't aware: the Ex-Fighter Pilot leader trait uses "trait_ruler_military_pioneer.dds" for the trait icon, but this icon doesn't exist, neither in the mod files nor in the base game files. As a result, the game seems to just use random icons for the trait whenever it shows up.
Inerael 16 Mar @ 1:45pm 
looks amazing , basic strike craft just turn around the ship and shoot it with big laser .
This mod seem to change that , just wondering is it compatible with mod like Republic shipset who change skin of air craft ?
Tanks ou :)
perl  [author] 4 Mar @ 10:35am 
Changed strategic bombers to weapon_type = instant!
mark.v.sullivan 6 Feb @ 11:08pm 
Yeah, the bombers didn't do much actual damage it felt like, until I changed their weapon_type to instant.
Mr.I 4 Jan @ 7:12pm 
Please add a variant with weapon_type = instant. We don't have late game ship killers in this mod. All the strategic bombers are using point_defense behavior and they will sometimes fly around without shooting at enemies.
perl  [author] 25 Dec, 2023 @ 7:46am 
Yes
Hastiel 25 Dec, 2023 @ 2:15am 
Is this compatible with amazing space battles?
卡尔文迪斯梅特 23 Dec, 2023 @ 7:31am 
Oblivionis 26 Nov, 2023 @ 9:22am 
This is phenomenal.
Joocey 30 Oct, 2023 @ 10:26am 
Love the concept! Been using it a lot. Some things I think that would help and be lore accurate:
1. Bomber's should use your highest payload of torpedo instead of disrupters (should also require those techs to unlock bombers). It's very strange that every star base from day 1 has access to disrupter weapons but no where else can you use them.
2. A lot of the fighters weapon ranges are actually pretty far (especially if you use ship sizing mods, they just outright never enter PD range). Their high-speeds make it no problem for them to get on top of ships and shoot them/bomb them, so I would recommend their range be lowered by at least half.
CheewyPI 28 Oct, 2023 @ 11:21pm 
Little question here, i have a problem with the NSC (I know it may have been a bug) But does your mod has to be loaded before or after that one? Because your tech don't let them appear after first tech upgrade :c
Freakshow 19 Oct, 2023 @ 9:25pm 
will the ai always make their cruisers carriers?
StrategicSanti 9 Oct, 2023 @ 8:12pm 
Hello. Where does this go in the mod load order?
Gate 26 Sep, 2023 @ 7:15pm 
does this work with amazing space battles?
Nollet Kroket 25 Jul, 2023 @ 11:54am 
Does this work with Amazing Space Battles?
guywithpups 1 Jul, 2023 @ 7:19pm 
Is there any compatibility (or plans for the same) for system scaling mods such as Real Space Ships in Scaling Lite/Hard?
INoble KnightI 19 Jun, 2023 @ 2:19am 
How does this interact with Amazing Space Battles? Both modify strike fighter behaviour.
Lodo 16 May, 2023 @ 9:14am 
That would certainly help. But i also think that bombers in general are too strong,maybe a small decrease in penetration? And something I've been wanting to ask,do gunship torpedos also do multiplicative damage like normal torpedos?
perl  [author] 16 May, 2023 @ 8:24am 
@Lodo Happy to balance further. What would you think about a flat health and evasion decrease to Strike Craft at all tiers?
Lodo 16 May, 2023 @ 8:08am 
Hey,I've been using this mod a lot with friends. We all have the feeling that the strike crafts are unbalanced,as point defense as it is right now is unable to efficiently counter a bomber spamming fleet. Could you nerf the tiers a bit more or possibly strengthen point defense? Neither Artillery Fleets which are hard counters to carriers in Vanilla nor Autocannons/Torpedos that sneak up on battleship carriers from behind can guarantee a win. Even if you win,you will still have a lot of your ships damaged/destroyed. This is at least what we have found out after countless of hours and probably more than 100 battles.

Apart from this I'd appreciate if you could do something with the ancient miner drones,as they fall off compared to the modded strike crafts. Possibly tiers for those too or a slight buff?
Thank you in advance.
perl  [author] 13 May, 2023 @ 11:05am 
Mod is updated for the latest version!
Greyjoy's Anatomy 12 May, 2023 @ 8:00pm 
Love what you've done with this mod, haven't tried on the 3.8 update yet but don't think ships were touched in it
Ama 12 May, 2023 @ 10:39am 
update please
VictorianMaid 30 Apr, 2023 @ 9:23am 
Much work, much thanks, much love. But hmmm, how about reducing early game(tier 1) DPS to the vanilla level(about 50%) and making it 25% in tier 3? since it's titan tech, I think it's acceptable.
Also, please check on that Cruiser bow too. Not sure if it's intended in that way(intended to get strategic strike craft or supposed to get superiority craft but accidentally got strategic)
perl  [author] 30 Apr, 2023 @ 8:50am 
@VictorianMaid Thanks for the feedback! I just updated the mod to reduce all Strike Craft DPS by 25% for all tiers. If you have any suggestions for the bonuses / stats I'd be happy to rebalance further.
VictorianMaid 30 Apr, 2023 @ 8:40am 
I've got 3 issues here. Please take this as constructive suggestion.
First, have a question - was it your intention that Cruisers getting Strategic Strike Crafts in their bow? I don't think Light Carriers having Heavy Strike Crafts in their bow is normal. Shouldn't it be Superiority if you wanted lighter crafts? And its core is the same as vanilla, only with meaninglessly limited slot. (vanilla core gets all 6 crafts since it gives large hanger, same as battleship) I don't think this mod needs core template.
Lodo 26 Apr, 2023 @ 12:39pm 
Could you maybe use the change log so we can know what you updated? Thanks
perl  [author] 13 Apr, 2023 @ 9:02am 
Shouldn't really impact performance so it probably would be fine
BMW Oracle 13 Apr, 2023 @ 2:49am 
Quick question: How performance-heavy is this? I'm trying to thin-down my mod playset (playing on a laptop), yet I'm very curious to try this mod out. How "heavy" is it? Thanks! :)
That Cute Dragon 8 Apr, 2023 @ 3:49pm 
I see, thank you!
perl  [author] 8 Apr, 2023 @ 3:45pm 
Tier 2 is unlocked after battleships, tier 3 is unlocked after titans
That Cute Dragon 8 Apr, 2023 @ 3:41pm 
I'm getting tier 1 of your strikecraft from game start and not unlocking higher tiers from strikecraft technologies
Eta-Epsilon 52 8 Apr, 2023 @ 10:02am 
Does this mod work with ACOT? Since Acot add new technology tiers, will it be balanced in the late game?
perl  [author] 7 Apr, 2023 @ 10:32am 
There's one set of them in the cruiser hangars and another set in the generic hangars (stations, battleships, or other mod hangar slots)
funkdahmental 6 Apr, 2023 @ 7:44am 
I researched up to tier 2 strike craft but i only see tier one strike crafts added by your mod
DJ_Anuz 3 Apr, 2023 @ 9:45pm 
What is the criteria for unlocking the new technologies?
La Kato 31 Mar, 2023 @ 4:29pm 
Is this mod compatible with ships in scale? if not is there a patch?
perl  [author] 31 Mar, 2023 @ 7:01am 
The AI will specialize their cruisers to be carriers, meaning they will use the new hangar sections and one of 15 different combinations of Strike Craft. They will always use one type of fighter and one type of bomber, and it varies between different empires
VictorianMaid 31 Mar, 2023 @ 6:56am 
and a question...would AI make a lot of carriers? should I build anti-aircraft ships if I use this mod, or just let my fighters fight enemy strike crafts? Not sure about the AI's priority of carriers.
VictorianMaid 31 Mar, 2023 @ 6:49am 
It's kinda hilarious that I had to strongarm modder to add certain language support to the mod. lmfao... Take it as expression of love and support to your mod. I had to tell you that I wish more players would play your mod with my contribution and have fun with expanded Carrier capacity. This mod is all I needed with vanilla battle. Perfection indeed.
perl  [author] 31 Mar, 2023 @ 6:48am 
Added it in!
VictorianMaid 31 Mar, 2023 @ 6:45am 
perl  [author] 31 Mar, 2023 @ 6:38am 
Can you upload it to pastebin? Thanks :)
VictorianMaid 30 Mar, 2023 @ 10:36pm 
You just added EN locale to Korean folder, did not translated it into Korean. I did it, so contact me if you need translated texts.
Schakar 30 Mar, 2023 @ 12:02pm 
Love the mod. But did you remove the enti-fighter/missile option from the "standart" fighters for a reason? Or does this come from Stellaris it selve? What I mean is that normal fighters had been able to be used as some sort of AA/AF which doesn't seam to be the case with your mod any more.

And a tiny request.
I never understud the reason for the middle modul of battleships having 2 small guns, 2 util and 2 fighter slots. I would much more prefare a 4 util 2 fighters slot version to use it with 1 anti-missile + 3 anti-fighter guns for example.
Or together with a "defens squad" which stays close to the mothership to defend it against hostil frigats (within let's say 75km).