Galactic Civilizations III
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Rooker

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Rooker75

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About this mod

My attempt to "fix" carriers. Fighters will load weapons appropriate to what weapons you've researched and will have some basic defense against all weapon types. Assault Fighter Modules will no longer give you Guardian Fighters. Guardian Fighter Modules will no longer give you Interceptors.

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Updated to V1.21

Carriers are broken.

We all know this. We all hate this. We all (well, some of us) have yelled at Stardock about it on their message board or their Discord. Carriers just don't work like any of us want them to.

We install Assault Fighter Carrier Modules on our ships and end up with Guardian Fighters that just circle the carrier like idiots, never firing a shot. We install Guardian Fighter Modules to protect our troop transports and end up with Interceptors that rush across the battlespace to attack the enemy, leaving our transports vulnerable to enemy interceptors. Assault fighters will only use missile weapons, even if we've researched to the end of the kinetic weapon tree and have far better weapons available.

Broken.

So, I cracked my knuckles, popped open some beer and started digging into the xml files of this game. What I have done is this:

* Every carrier fighter will have some basic, low-level defense against all types of weapons. Anything more and they become overpowered.

* Each type of fighter has a preferred weapons setup, but will also use your preferred weapons technology, assuming you've researched any.

* Guardian fighters will be properly assigned to the Guardian role. It is now safe to use them as intended, to protect support ships.

* Assault and Interceptor fighters will never be assigned incorrectly to the Guardian role, they both will be assigned to the Interceptor Role. Because of the way the game assigns these roles, I couldn't guarantee a given ship would appear with the Assault role without making them either overpowered or underpowered, but I could easily make them into Interceptors, so I did.

* Interceptors will have a sublight thruster installed to help them cross the battlespace quicker and get at the support ships they're supposed to be attacking.

* As your weapon and miniaturization technology improves, so will your fighters. They will be useful from the start of the game and will continue to remain useful through to the end of it.

This corrects all the problems that I personally have with carriers. I realize there are many who feel that carriers are inherently overpowered and can only be "fixed" by not existing in the first place. I understand this viewpoint, but I do not share it. There is no need to post that opinion on this mod's comments page.

Check the comments page for more detailed information.

::Compatibility::
This mod includes a modified version of the ShipBlueprintDefs.xml file installed as part of the Crusade expansion. If you do not have Crusade, strange things will probably happen to your game, assuming it loads at all. Any mods also modifying that file will not be compatible.