Stellaris

Stellaris

Automated Scout Ships (1.9)
20 Comments
Ariphaos  [author] 12 Mar, 2018 @ 2:27pm 
@Prime it's been up for a few days. See the link in the description.
ʕ•ᴥ•ʔ 12 Mar, 2018 @ 9:09am 
Can't wait
Ariphaos  [author] 6 Mar, 2018 @ 6:20pm 
@crymson @Prime I'm an idiot and didn't read the defines all the way through.

I'll have a version up later this week. I want to give it a bit more intelligence/capability.
ʕ•ᴥ•ʔ 6 Mar, 2018 @ 8:58am 
That's pretty ridiculous that they decided to hardcode the requirement in like that. I've been waiting (im)patiently for this to be updated since 2.0 release, as I surprisingly don't find my scientists getting shit on immediately after arriving in a system to be an enjoyable addition to the game. Even with immortal scientists though, I really enjoyed how the scouts added an additional layer to intel/exploration by providing basic system information that the science ships could then expand on. Only a dumbass would willingly send an unarmed science vessel into uncharted hostile territory. Unfortunately, it looks like we're all forced into being dumbasses now :steamfacepalm:
crymson 5 Mar, 2018 @ 8:16pm 
ahh well that screws the pooch pretty much bummer.
Ariphaos  [author] 5 Mar, 2018 @ 7:37pm 
The requirement for a science ship to explore appears to be hardcoded into the executable in 2.0.
crymson 2 Mar, 2018 @ 1:05pm 
Just in case the author of this excellent mod is still keeping tabs on it.
This: "Update: As scientists no longer die in combat, this is (largely) unnecessary for 2.0." is not actually a feature its a bug.
They fixed this bug in the 2.02 beta so it would be really cool if you could update this mod for 2.0+
Brad [Vancouver] 7 Jan, 2018 @ 1:55pm 
Not sure if you're aware of the bug, but when playing as a race with wormhole FTL, I'm finding that my scouts scout a bit, but then just go back to a spaceport and sit there when there are clearly more unscouted systems within range.
Rune 7 Dec, 2017 @ 5:55pm 
Cool, thanks :-)
Ariphaos  [author] 7 Dec, 2017 @ 7:25am 
Updated to 1.9. The humanoid version (if you got the pack, not required obviously) uses the 'pirate' S1 ship for now, with mammalian particle effects. Also increased the base cost, and added namelist entries for machine empires that were missing generic names.
Ariphaos  [author] 20 Oct, 2017 @ 11:00am 
Yeah I updated this before seriously playing with it in 1.8. 40 seems like a better base price for these now.
Rune 19 Oct, 2017 @ 6:51am 
Well chbspander, if people want to cheat, they can cheat in all kinds of ways that are easier and more effective hehe. The only problem I'm having is pathing. Once they have explored a few hundred stars it seems they lose the ability to auto-explore. Luckily at that point they have served their purpose.
cgbspander 18 Oct, 2017 @ 3:43pm 
The best mod for the last several months! Suggestion: double the price and the maintenance, in order the scout class have be a half of the corvette. Ohterwise it is too easy to spam scouts at the beggining of the game.
Rune 14 Oct, 2017 @ 8:27pm 
No, AI definitely doesn't build them.
brucethemoose 14 Oct, 2017 @ 12:07am 
The AI won't build these, right?
Rune 13 Oct, 2017 @ 8:16pm 
Love this. Thank you so much. I hate manually mapping out low-info systems!
Prolbo 7 Oct, 2017 @ 2:47am 
Man! Its great! Game realy lucks of it!
I hate to make routes for 1 corvette fleets.
Highlandman 23 Sep, 2017 @ 10:24am 
This would be cool if the ships came with a aoto-explore of sorts... as of now its a cheap ship to explore star systems but you have to select the destinations. Maybe make it travel to star systems with LOW information on the map (uncharted) and jump again to the next... (Dunno if that sort of thing is possible or easy)
Highlandman 22 Sep, 2017 @ 9:33pm 
I would guess... they scout?
Noobsuks 22 Sep, 2017 @ 8:03pm 
add some detail on what this actually do