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Mod variable: @ariphaos_sensors_installed
I am serious about namespacing >_>
Thanks!
Fixed, thank you.
Not sure if this would be beyond the scope you had in mind. Just my thoughts. I like to be flexible, thats why i use mods in the first place :) Test out, keep what works, disgard the rest.
Leaving picket ships in systems so an enemy fleet doesnt flank you from behind.
Usually I play stellaris 3-4 speed but if you were to make this mod reality, I'd just play 2 speed all day long and micro manage my wars and feel like a real admiral <3
Keep in mind, since scan and hyperlane detection is lower, you wont know what happens inside of foreign territories like colonization, starbase construction fleet movement etc. Nothing will be known, so spy agencies will get ACTUALLY useful since you can get intel that way on the enemy.
Keep in mind: Scan range: seeing hyperlane / Hyperlane Detection: Seeing ships in systems
I can tell you, if I were you I'd just do a submod turning 1 hyperlane detection range to all ships for the WHOLE game(early mid and late) and maybe give starbases MAX 2 hyperlane detection range(maybe 3 but Im happier the lower it is :D the more surprises the better)
Give the gigastructure with hyperlane detection like maybe 5 or 6, forcing you to build it at frontlines to be of any use.
This way starbases get strategically really important since they are like recon stations which you have to place on good locations, else your empire will get outflanked.
I hate how in Vanilla you can never be surprised and I think that would be such a good mod, to have all ships on +1 hyperlane detection. Would make warfare really strategic and slow
@easte could be a storm, or any number of things, it's hard to say without actually being in the system.
Not properly updated to 3.12 yet, though it will more or less function.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3108330591
@Kisu'chen it should work, I'll get an update out.
@sommio depends on what breaks?
Thank you!