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CaptainX3

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Zarathustra_the

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Um you know you can make all those things have their own file. Just rename your version, and if it shares the name of something in vanilla it will be overwriten. Alternatively, just take the code and put it in its own file for non vanilla components.
 
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red2401

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Thanks a ton for making it, great idea and I cant wait to give it a shot. Thanks even more for listing what files you change, that saves some work on knowing what I need to merge with other conflicting mods beforehand.

One small quick problem with the current upload, the content zip file the workshop gave me doesn't contain any subfolders or the files needed, only a descriptor. Without the changed files the mod doesn't look like it'd do anything.
 
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Squibeel

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The steam download page has images.

E9D9BD1D3C5B8EE1414D7708190891D660F0EF98
 
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CaptainX3

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Um you know you can make all those things have their own file. Just rename your version, and if it shares the name of something in vanilla it will be overwriten. Alternatively, just take the code and put it in its own file for non vanilla components.

Actually, I didn't know that. I started modding the game before there were any guides posted and I haven't modded a Paradox game before so I wasn't aware that I could do that.

How exactly does that work? Can the game read the files no matter what they're named, as long as the code is correct, or do I have to change other files that refer to the modded files?

Thanks a ton for making it, great idea and I cant wait to give it a shot. Thanks even more for listing what files you change, that saves some work on knowing what I need to merge with other conflicting mods beforehand.

One small quick problem with the current upload, the content zip file the workshop gave me doesn't contain any subfolders or the files needed, only a descriptor. Without the changed files the mod doesn't look like it'd do anything.

That's odd. I just subscribed to it myself and you're right. I'll have to re-upload it. Weird that it didn't put any of the files in where they belong. Thanks for letting me know.

so there is a new ship .... what is the style? Is it more for like a human empire style? is there a picture??

Right now the mod is for mammalian ships only, but if people really like it and it's working, I'll see about adding it for the other races. Right now the mod uses the exact same components as battleships and just makes them larger. I have zero experience in modeling or creating new ships from scratch.

does it increase attack range from fighters as well?

No it doesn't, although that's not a bad idea. Since I personally tend to use torps a lot, I've noticed the fighters rarely get into attack range. I'll see about fixing that and increasing their range.
 
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CaptainX3

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I've updated the mod to include the files now, dunno how I managed to mess it up the first time LOL.

Also, I've increased the fighter and bomber attack ranges so that way they're more useful for longer range attacks or single carriers operating by themselves.
 
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CaptainX3

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Alrighty guys, I'm working on updating the mod with another ship class - the dreadnought. I've got the basics done, now I'm just doing coding to fix build costs, build times, and other things like that to keep the ships in scale. Below are a couple photos for everyone to check out while I'm working.

I'm planning to integrate the carrier and dreadnought mods together, and I'm going to tweak the fighter craft (12 per squad makes the carrier severely overpowered) and I'm going to remove the military station resize, since it looks like most people don't care for it.

The dreadnought uses the same modules as the carrier and battleship, but basically doubles up on the weapons. In a nutshell, some of the weapon emplacements on the model actually have multiple turrets. They all work and fire separately, but since they all occupy the same space, you can only see one of them. It's the best I could do with the models on hand. But, there are a hell of a lot more weapons on the dread than on the carrier or battleship. And, you'll also have a hangar section on the dread just like on the carrier.

Hopefully I'll have this ready in a day or two. Just a few more tweaks to go. I'm an over-the-road truck driver so my time is limited to my off duty hours, which is limited by my electronic time logs LOL. But I'll get it up as soon as I can. Those who are already subscribed to the mod on Steam should be updated automatically.

screen1.jpg


screen2.jpg


screen3.png
 
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Summercat

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Nevermind. I can't get it to work with this new-fangled mod schema and going through a friend. Maybe if I feel like it when I come home from the gym after work I'll give it a try, but more than likely I'll just want to pass out.
 

Fraggle23

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Hi, I'm liking the idea behind this mod and have downloaded from the steam workshop.

I've just researched battleships and I now have the ability to design the carrier class in the ship designer however when selecting the modules I cannot see the hanger section you mention. The module names have the carrier naming issue you have mentioned but no extra hanger space?

Also is it possible to update the entire fighter and bomber craft ranges not just the advanced ones please.

This will be an awesome mod with those fixes ;)
 

CaptainX3

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Nevermind. I can't get it to work with this new-fangled mod schema and going through a friend. Maybe if I feel like it when I come home from the gym after work I'll give it a try, but more than likely I'll just want to pass out.

Yeah, I played with this for hours and finally gave up. Gonna have to wait until better mod documentation is out there to study.

So how I get the carrier? Do I have to research it?

You'll see it pop up in the ship designer after you research Battleships. There's no separate research for carriers at the moment.

Hi, I'm liking the idea behind this mod and have downloaded from the steam workshop.

I've just researched battleships and I now have the ability to design the carrier class in the ship designer however when selecting the modules I cannot see the hanger section you mention. The module names have the carrier naming issue you have mentioned but no extra hanger space?

Also is it possible to update the entire fighter and bomber craft ranges not just the advanced ones please.

This will be an awesome mod with those fixes ;)

That's odd... There should be a center section that features 6 hangar bays for the carrier. I tend to play the game starting with all technologies researched because of my time limitations, so maybe there's something else you need to research or something? I don't think you'd have a mod that could be interfering because the carrier sections are in their own text file.

When I update the mod for the dreadnoughts, I'll fix the other classes of fighters and bombers as well, so they all have increased range and numbers.
 

Fraggle23

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I have only just researched battleships to be fair so possibly I'm missing another tech I only have a choice of scouts and the flagella things to put in hangers maybe it will unlock once I get fighters and bombers.

Keep up the good work though can't wait to get the dreadnoughts :)
 

Swizzlewizzle

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CaptainX3, I commented on a related post but wanted to also write here... the Carriers/Dreadnaughts - is the AI able to actually use them and design for them or does it just ignore them?

Additionally, the dreadnaughts being larger sized... do they clip into eachother/other ships when in formation or does the formation automatically expand in size to fit the huge dreadnaughts in?
 

Ckskevin

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I have the battleship but I am missing the Carrier in my ship designer.
Could it be that I have the carrier range fix mod on?

-Update-
The carrier range mod doesn't affect this mod. I am still unable to see the carrier in my ship designer :(

-Update-
Ok, i find that there is a mod that I was using to increase the speed the ship building. Once I removed it, I can see the carriers. Thanks!
 

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