Are there any mods that fix Strike Craft?

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nstgc

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Its well known that Strike Craft are the red-headed step child of Stellaris in that they are cute, but get no love. There is a reason for that of course: They are abjectly terrible. The theoretical damage is fine, but the AI, and everything else that goes with them is problematic.

I've seen a number of mods that are meant to address the problem of underwhelming strike craft, however I'm not sure if any of them actually solve any of the core problems versus merely boosting the numbers so that when they do occasionally do what they are supposed to they are hyper effective.

Does anyone know of a mod that "fix" Strike Craft?
 

Sinister2202

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Try Advanced Weapons mod and NSC2 mod. NSC is a very popular mod. They don't really fix strike crafts but NSC does offer carrier ship class, where you can put on super carrier hulls that carry tons of strike crafts. Still, it's very underwhelming compared to other weapons.

advanced Weapons mod though offers very powerful point defense that your opponents could also use, so be careful with the strike craft. However, it also offers more powerful strike craft variants.
 

nstgc

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Try Advanced Weapons mod and NSC2 mod. NSC is a very popular mod. They don't really fix strike crafts but NSC does offer carrier ship class, where you can put on super carrier hulls that carry tons of strike crafts. Still, it's very underwhelming compared to other weapons.

advanced Weapons mod though offers very powerful point defense that your opponents could also use, so be careful with the strike craft. However, it also offers more powerful strike craft variants.
Problem is I don't like complicating my game. I don't care for NSC for that reason and so use SCX instead since it expands on Stellaris without overhauling it. Ditto for AW or ESC.
 

Evaris

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In a bit of an odd observation, I've noticed since I started using Glavius' AI mod, that I've not had my srike craft fly off to nowhere or fail to engage enemies like they used to, though I don't know why, given I've not read there being something specific in the mod for that. There's still the issue of them getting shot out of the air and taking time to redeploy, but... they're not horrible.

As for a direct buff and expansion to srike craft to make them more effective, your best bet is probably Strike craft Expanded; https://steamcommunity.com/sharedfiles/filedetails/?id=1403009672

Otherwise, there are a couple of mods I can recommend if you're a carrier ops fan, in not so much fixing the strikecraft in themselves, but instead increasing their numbers (and thus effect, and resistance to Point defense by mass).
There's "Dedicated Carriers" if you want the supercarrier flagship feel; https://steamcommunity.com/sharedfiles/filedetails/?id=1546160059
There's "More Carrier Sections" if you want more of a vanilla sort of thing, with just additional carrier sections for ships; https://steamcommunity.com/sharedfiles/filedetails/?id=1559543388
 

Little Red

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In a bit of an odd observation, I've noticed since I started using Glavius' AI mod, that I've not had my srike craft fly off to nowhere or fail to engage enemies like they used to, though I don't know why, given I've not read there being something specific in the mod for that. There's still the issue of them getting shot out of the air and taking time to redeploy, but... they're not horrible.

I made a comment to Glavius discussing this. If this is true, then it's good that he managed to fix it. This might be a solution to OP's problems.
 

jtrainor

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The main issue with NSC and using carriers is that if you deploy carriers en masse in lategame, they'll bring the game engine to it's knees due to the thousands of fighters buzzing around in a fight.
 

Cronos988

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Could it be that strike craft simply have no role to fill? They might have too much overlap with missiles and torpedoes. And since high Alpha damage is often preferable to lower but sustained damage, there isn't much of a niche for them. They'd need to provide some unique capability.
 

Melthren

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The way Galvius fixed the Fighter was , iirc he gave them the corvett behavoiur, so they pretty much charge forward and attack ships, but i think the biggest problem with strikecraft is, they need quite long to redeploy if you lose a bunch of them in the Flak volleys
 

Deggial

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Could it be that strike craft simply have no role to fill? They might have too much overlap with missiles and torpedoes. And since high Alpha damage is often preferable to lower but sustained damage, there isn't much of a niche for them. They'd need to provide some unique capability.

Exactly. Something unique that sets them apart from those redundant weapons.

That's why I suggested (in one of the countless threads with this topic) to give strike crafts a "virtual" and limited hyper jump capability. ("Virtual", because they wouldn't be directly moved around as separate units, but would passively operate from carriers. A 'target system' could be set, though.)

- IMO, strike crafts should be able to harass and weaken enemy fleets or installations with attacks over the distance of 1-3 jumps. Their range could increase with technology.
- As usual, attacked units will be able to defend with flak, PD or own fighters, decreasing the attack strength by shooting down more and more fighters and bombers.
- Shot down crafts should be rebuild slowly with an increased carrier upkeep during the time of rebuilding.
- In order to defeat them completely, fleets have to attack the carriers in the system they are stationed in. Now in "close combat" fighters can act like currently.
- With the new trade route protection mechanic, this effect is already sort of implemented: star base weapons clear out pirates several systems away. I say: go the whole way! Make guns and missiles only effective for direct in-system combat (but more powerful than strike crafts) and use hangar bays the only option to protect trade routes (and less effective in direct combat).
- I am sure, interesting roles for fighter crafts and bombers could be found using the suggested system.

But this is (again) just a pointless suggestion and not helpful to the OP, who asked for an existing mod.
Sorry for not being helpful.
But I really believe that we need a completely new and innovative approach to this weapon system. A completely new game mechanic and not just tweaking some existing values in order to make it a valid and interesting option.
 
Last edited:

nstgc

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Thanks for pointing out that AI patch. I never would have looked there for a strike craft fix!

As for making SC unique, I think if carriers would park themselves at the very edge of the map and then accompany the rest of the fleet in to engage, that would do it.