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I need to set up some more localization, but the base components are online and functional as far as I can tell.
If a system is completely unexplored, you cannot see into it, period.
Only a science ship with a scientist can enter an unexplored system and allow vision into it.
It doesn't matter what sensor range you have, if a system is unexplored, you cannot send anything into it other than science ships with science officers.
Whilst I could make the game consider them science ships, they would still need science officers, and that may allow them to survey things - in which case, why ever use regular science ships ever again?
The changes to sensors are very... mechanics-y, and don't make a whole lot of sense. I'm hoping it will be reconsidered for future patches.
An update will still come, eventually. I'll need to do some tinkering and see what I can do.
I will definitely be updating this for 2.0, and taking whatever steps are necessary to ensure the probes are still capable of independent exploration.
Not much that can be done save releasing an entire seperate version of this mod or something, unfortunately.
The only other thing I can think of is that you'll need to make sure to select the probe core section at the top, since it doesn't autoselect that after one of the changes I made, and that might be messing with it. I need to see if I can revert that at some point.
I'm not going to ask for the attempt, as it really just sounds like far too much of a pain with the current structure of the game.
But I definitely hate having to control individual ships for that kind of thing. Tedious as hell.
Probes use custom sensor components that have I think twice the range of standard ones (but no modifiers to accuracy/tracking, since they're unarmed). You can mouseover the module to see the range. Upgraded probe sensor components unlock alongside regular ones.
The hull by itself currently has no FTL/STL bonuses, though they are extremely fast. The speed value shown in the designer is accurate (and should always be even if the hull had its own modifiers).
Is that intended behaviour?
Also, what are the Probe's bonuses, in terms of Sensor range, FTL speed and/or STL speed? Is there a place I can see them in-game?
Hopefully Paradox can seperate out stances from class and such in a more modding-friendly manner, expose shipclass definitions for modding, or similar.
They can now technically bombard planets from orbit to degrade defenses, but I figure that might actually be vaguely plausible as like... propaganda warfare or something.
Neither situation is ideal. Probes aren't survey ships, nor do I want to take that control out of player hands. And I definitely don't want to spend hours/days fucking around with the event/edict/whatever handling trying to add a kitbashed autoexplore.
I use another mod that enables Auto-Explore from the game start (year zero), but it only works on Science Ships, meaning that there must be some kind of flag in the game files that means that only that particular Ship type can have an Auto-Explore button.
So if you can find that flag and add it to these Probes, then it can synergize with the other mod just fine, and those who don't use that other mod won't notice anything amiss, because they get the Auto-Explore Tech later into the game after the Probing phase.
I need to figure out how to reenable the stance options for them, but aside from that they seem to work fine under 1.8.
And no, no autoexplore. They're not actually survey units, just eyes and ears.