2 Subscribers
5
if you love the mod and want to support me, that's fine. you can do so by buying me a ko-fi, or not, your call
Just a mod that SIGNIFICANTLY, RIDICULOUSLY, LUDICROUSLY, HORRENDOUSLY, STUPENDOUSLY, EXTREMELY, INARGUABLY, HILLARIOUSLY BUFFS OUT the caravaneers...
not sure if this is a good idea or not however, should the caravan fleet gets attacked...
ideally this mod is for use when you play in a WAY BIGGER galaxy, like ABOVE 1000 stars, and with various powerful mods
Recommended mod: All Caravaneers
Load order? if you happen to have the recommended mod above, probably load the mod below it.
YOU OBVIOUSLY REQUIRE MEGACORP AND LEVIATHANS DLC DLC TO USE THIS MOD (blame paradox for not adding that megacorp DLC requirement here) (also i'm terribly sorry i completely forgot to add the leviathan DLC requirement...)
oh, while this mod is made for 3.1, it should do fine on later versions...
so, for stellaris 3.1+
Save game compatible? yes and no. To my knowledge, while the modifiers in ship_sizes do affect on existing caravan starbase, caravan coalition station and all the caravan fleets, the components however, do not. hence you might need to, or should start a new game to see the component changes (and you know the drill to start the game with Caravaneers enabled / on)
The caravan starbase military power is 1! i'm aware of this, and thanks to whatever i modified, its calculation got overflown. but overall it should be fine as long as the caravan starbase is spawned...
Why only touch vanilla components and also why not touch the weapon components on caravan fleets? for technical reason that i'd rather not to touch any components from mods than touch them. besides vanilla components are the safest option as they act like a "failsafe". me not touch weapon components on caravan fleets? i just leave them in that way as is, as i have zero reason to do so.
(ACoT users / users of mods that overwrites Dark Matter Thrusters) the thruster is "another" dark matter thrusters instead of the vanilla dark matter thrusters! depending on the mod load order (be that mod is loaded from the former, the latter, or there's a part being made FIOS or LIOS), that mod overrides the thrusters itself. several mods do override dark matter thrusters such as Ancient Cache of Technologies. but overall things should do fine to the caravan fleets because i actually use vanilla dark matter thrusters...
Overwrites the following files:
common/ship_sizes/15_starbases_megacorp.txt
common/ship_sizes/16_caravaneers_megacorp.txt
common/global_ship_designs/megacorp_designs.txt
therefore any other mods that overwrite the following above may conflict!
1.1: added (experimental) modifiers that will make them enter hyperlane (and also arrive at destination) in an instant. by i mean experimental: just something i want to experiment with.
1.0: initial release
v3 - Released 2022-08-20
added (experimental) modifiers that will make them enter hyperlane (and also arrive at destination) in an instant. by i mean experimental: just something i want to experiment with.
v2 - Released 2021-11-27
REQUIREMENTS
Stellaris
Full game
FORUM LINKS