Stellaris

Stellaris

Blueprint Unlimited: Starfighter Class - Mod
25 条留言
Viper 2020 年 5 月 15 日 下午 12:38 
anybody know if this plays nice with 2.7.*?
dizzy 2018 年 3 月 14 日 下午 3:16 
The mod is fine as is. I'm not suggesting you change the mod. You've made a great ship that has a great use just underneath the corvette. I'm suggesting you change the name a little to convey to people not familiar with this mod what it is.

It sounds like some esoteric fighter research mod from the name. But instead, it's a Patrol Craft Class mod. For example, to make it clear to someone browsing thru the mods, I'd title this as "Patrol Class mod: Starfighter" And then in the description, I'd make it clear in the first sentence it's a Class mod smaller than the corvette that is hyperlane capable, and then whatever else you want to say. My 2 cents. Anyway, good mod, +1
Pode 2018 年 3 月 14 日 上午 11:18 
I think Ana was asking for a name change not a component change, but still, your mod your call.
[AiR] FinalRecon  [作者] 2018 年 3 月 14 日 上午 11:02 
the hyperdrive stays as it is
Pode 2018 年 3 月 14 日 上午 10:57 
Star Wars starfighters are hyperdrive capable in their own right, many other universes the singlebeing fightercraft depends on a host ship. Vanilla seems to go with the later approach, so I think calling these patrol craft is in order. That said, Star Wars is a hell of a precedent to go against, so it works as is too.
dizzy 2018 年 3 月 14 日 上午 9:56 
Its just this one. That drive wont show up for any other ship. Maybe I can get a patch for SCX? How is that done? I mean, there is a use for patrol craft like this... it's a cheap step down from a corvette and because its so fast, the ship can get around my empire pretty well. A small group configured the right way could do some damage.

On a seperate note, Your mod name is confusing. This mod adds what is arguably a patrol craft, a hyperlane capable ship that is less capable than a corvette, but it's no fighter, yet the name implies something entirely different.
[AiR] FinalRecon  [作者] 2018 年 3 月 14 日 上午 3:34 
I checked my code and didn't found anything that can result the missing grafic for Dark Matter Drive. Is it just the case on my shiptype or on every ship?
[AiR] FinalRecon  [作者] 2018 年 3 月 14 日 上午 3:26 
to make the ai use this ship design i need to change the county_types txt wich is also used by SCX and NSC.
dizzy 2018 年 3 月 14 日 上午 12:36 
The graphic for the Dark Matter Drive was missing, unsure if its this mod... I'm glad this is compatible with SCX Core and expanded ship components 2.0

Will the AI use this design?
[AiR] FinalRecon  [作者] 2018 年 3 月 13 日 上午 11:25 
to scale range or damage i need to develope complete new weapons. Lets analyse a Battleship: size_multiplier = 8
fleet_slot_size = 4

When you count 1 Large weapon slot as 2 medium and 2 small as 1 Medium there are 12 Medium Gun slots on a Battleship.

so yea your right 4 gun slots too much...

right now the starfighter takes:

size_multiplier = 0.5
fleet_slot_size = 0.5

----------------------------------
i think doing it:
size_multiplier = 0.75
fleet_slot_size = 0.5

will balance it and you still get clear ship counts every 4 ships
Alpha Titan 2018 年 3 月 13 日 上午 3:18 
I feel like this is a great concept, but the fact that you can get 16 torpdo slots or 32 point defence slots for the fleet capacity of a battleship is too much. is there a way of adding a range or damage penalty to better scale the ships?
Mikado 2018 年 3 月 2 日 上午 6:52 
Cool. it was not a problem as you said. Thanks again for this mod, i like it !
[AiR] FinalRecon  [作者] 2018 年 3 月 2 日 上午 6:48 
Problem fixed....update soon
[AiR] FinalRecon  [作者] 2018 年 3 月 2 日 上午 6:28 
nope doesnt work......is it possible that i have to link the locakisation folder to something?
Mikado 2018 年 3 月 2 日 上午 6:10 
l_english:

fighter_class_-_mod_initialisor_NAME:0 "Fighter Class - Mod"
fighter_class_-_mod_initialisor_DESC:0 "Editional Fighter Class"
fighter:0 "Fighter"
Mikado 2018 年 3 月 2 日 上午 6:10 
It works for me and all my mods. This line just applies a simple translation.
syntax is : fighter:0 "Fighter"
[AiR] FinalRecon  [作者] 2018 年 3 月 2 日 上午 6:04 
doesnt change anything
[AiR] FinalRecon  [作者] 2018 年 3 月 2 日 上午 5:59 
i will try thanks
Mikado 2018 年 3 月 2 日 上午 5:52 
add this line in your l_english_fighterclass.yml
fighter:0 "Fighter"
Mikado 2018 年 3 月 2 日 上午 5:44 
Yes you're, just to be how to say.... perfectionist ^^
Ships become invisible ? Looks like a entity name issue ^^. i check.
[AiR] FinalRecon  [作者] 2018 年 3 月 2 日 上午 5:30 
But at least the Mod works...whether it there is a small f or a big F.....i like to fight with my bomer squadrons ;D
[AiR] FinalRecon  [作者] 2018 年 3 月 2 日 上午 5:26 
When i change it ships become invisible somehow....weard.
Mikado 2018 年 3 月 2 日 上午 4:50 
Really ? Strange ^^. I will check on my side. Enjoy your week.
[AiR] FinalRecon  [作者] 2018 年 3 月 2 日 上午 4:12 
there are some troubles in the code when i change the F....try to figure out why
Mikado 2018 年 3 月 2 日 上午 2:47 
Hi. Can you put a "F" instead of "f" for fighter. i know.... ^^