Stellaris
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FTL Scout Probe 2.0
   
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2018년 2월 22일 오후 8시 06분
2018년 5월 23일 오전 5시 46분
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FTL Scout Probe 2.0

설명
Currently Beta/WIP - Apocalypse/Distant Stars Edition; 2.0-2.1 compatible

Adds FTL-capable scout probes, buildable from game start. Simply go into the ship designer and design a probe. They're simple reconaissance and information-gathering devices that can be attached to fleets or deployed independently in order to seek out new life and identify possible worlds for survey.

Probes CAN:
» Use their enhanced sensors to mark adjacent Unexplored systems as Explored.
» Move around quickly between systems. They're even faster than corvettes.
» Be built quickly and (relatively) cheaply from any inhabited world, not just shipyards.
» Identify alien life and scout potential new worlds for survey and colonization.
» Help gather intelligence on potential threats, so that you can determine the armament preferences and technological level of your (would-be) enemies.

Probes CANNOT/DO NOT:
» Move straight into Unexplored systems. You will need to move them adjacent to Unexplored systems first.
» Directly survey planets or systems. Science ships are still required for this.
» Fight. Like, at all. They're made of tissue paper and don't have particularly good Evasion.
» Enter wormholes that you can't see the other end of. They can scout them and tell you where it goes, but not go through.
» Require Scientists, Admirals, or any other Leaders to function.
» Auto-Explore.
» Be used by the AI, nor can they be made usable by the AI in the first place.

Credits:
* Probe assets (models, textures, sounds, etc.) were created by Paradox for the Sublight Probes event chain.

A legacy edition for 1.9 and earlier can be found here: http://sp.zhabite.com/sharedfiles/filedetails/?id=699496957

A future edition for 2.2 and onwards can be found here: https://sp.zhabite.com/sharedfiles/filedetails/?id=1587065869
댓글 134
Killian  [작성자] 2019년 6월 7일 오후 12시 55분 
(Specifically you'll want the 2.2+ edition linked at the bottom of the mod description.)
Killian  [작성자] 2019년 6월 6일 오후 8시 16분 
It should work fine already. Try it out and let me know if it's broken.
烽燧煜明 2019년 6월 6일 오후 7시 39분 
Waiting for 2.3.0
Johnny Mayhews 2019년 1월 23일 오후 7시 16분 
Thank you. I apprecuate the link. I didn't see it last time I was here. I guess the "beta' in your description threw me off. Oh well. Thanks for the fabulous mod. ~cheers
Killian  [작성자] 2019년 1월 23일 오후 6시 41분 
Congrats on not reading the previous comment or the description. There's a seperate version for 2.2+ due to the changes in the resource system.
Johnny Mayhews 2019년 1월 23일 오후 5시 54분 
2.2.4_beta incompatible so ya know. Not sure about 2.3. All I get is a block, and static sounds in my game when trying to create a probe. ~cheers
Killian  [작성자] 2018년 12월 9일 오후 12시 33분 
So as not to break legacy 2.0-2.1 saves, you can find 2.2-compatible probes here; https://sp.zhabite.com/sharedfiles/filedetails/?id=1587065869
MightNight 2018년 12월 9일 오전 11시 52분 
@Arcalane that seems like an acceptable compromise :)
Killian  [작성자] 2018년 12월 9일 오전 11시 50분 
A standard corvette has a piracy suppression of 10, and costs 1 fleetcap.

Probes have 0.5 fleetcap. With 15 suppression, I could essentially make probe 'fleets' that just constantly patrol and eradicate all traces of piracy. For the cost of 10 corvettes in fleetcap, I would have 300 suppression.

But here's the thing. Pirates in Stellaris have guns. That means they can shoot the unarmed, defenseless 'cameras'.

At most I would probably give them a suppression value of 2 or 3.
Peter34 2018년 12월 9일 오전 11시 39분 
I think that would be unbalanced.