Stellaris

Stellaris

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ZBeautiful Battles
   
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84.478 KB
May 11, 2016 @ 11:42pm
Dec 7, 2018 @ 5:33pm
59 Change Notes ( view )

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ZBeautiful Battles

Description
This mod improves the battle aesthetics of the game by making changes that
alter the flow and spacing of space battles in Stellaris.

- Updated for Stellaris version 2.2 Le Guin (0d1c)
- Mod version 4.4 (PLEASE REFER TO CHANGELOG FOR DETAILS!!!!!!!)

-COMMON\SHIP_BEHAVIORS\STANDARD_SHIP_BEHAVIORS.TXT
* Ship behavior tweaked by changing collision awareness, prefered
attack range, formation distance and return to formation distance.
-COMMON\SHIP_BEHAVIORS\00_STRIKE_CRAFT.TXT
* Increased Engagement & Return range to make fighters engage properly instead of
flying outwards.
-COMMON\DEFINES\01_DEFINES.LUA (Should not be overwritable - custom file name)
* Increased combat_back_off rate for better spacing in close combat.
* Increased Fleet Base Formation Scale by a small amount to space out ships in
pre combat / sublight / lightspeed formation.
* Decreased Fleet Base Formation Div by a small amount to space out ships in
pre combat / sublight / lightspeed formation.
* Increased Ship / Fighter random height offset by a large amount.
* Decreased Trail durations for Fighters / Ships / Missiles for less visual noise.
* Increased Strike craft regen to make them more practical / present.
-COMMON\SHIP_SIZES\00_SHIP_SIZES.TXT & ALL OTHER SHIP_SIZES.TXT FILES
* Ship speed was reduced to allow for less blobbing & more long range
exchange of fire.
* Ship rotation speed was reduced to eliminate unrealistic / jittery turning
behavior.
-COMMON\COMPONENT_TEMPLATES\00_LEVIATHANS_WEAPONS & 00_STRIKE_CRAFT.TXT (AND OTHERS)
* Strikecraft COMBAT speed was reduced to visualize them better / mesh with Ship speed
reductions.
* Strikecraft COMBAT rotation speed was reduced to eliminate unrealistic / jittery turning
behavior.
-GFX\PROJECTILES\BALLISTICS.TXT, LASERS.TXT, POINTDEFENSE.TXT, XL_WEAPONS.TXT, ETC
* Decreased duration of all Beam / Laser / Bulletstream weapons for less visual clutter.
* Increased duration of Kinetic projectile weapons to visualize better.
* Decreased speed of Kinetic projectile weapons to visualize better.
-GFX\MODELS\SHIPS\ARTHROPOID_01.TXT, HUMANOID_01.TXT, ETC
* Decreased size of cruiser & destroyer slightly for each faction.
* Decreased size of corvette by a larger amount for each faction.
* Battleships untouched.

The above listed changes alter the battle flow and graphics in a pronounced way and
(IMHO) vastly improve the visual quality of battles in Stellaris. With these changes
the following should be experienced:::
- Battles are more 3D now!!!
- Battles are clearer and ships move in less jarring ways.
- Much less clipping of ships and generally more space between ships.
- Projectiles, Fighters are generally easier to notice after secondary visual
clutter greatly reduced (trails, beam weapon persistance, etc)


COMPATIBILITY
Achievement Compatible :: Not compatible.
Save game Compatible :: Should be compatible but no guarantees.
Popular Discussions View All (13)
24
Jun 14, 2016 @ 2:22am
Missiles for Days
AJAX
10
Jun 12, 2016 @ 1:03pm
PINNED: RE: Changes to Ship Computers / Weapon range increase
Blackthorn
6
Jun 7, 2016 @ 12:37am
Test test test and more test
test
1,608 Comments
Hazard May 14, 2016 @ 12:11pm 
I'm pretty sure it's not another mod in my case, I'm only running 120 colors and extra flags and backgrounds in addition to this. I suppose my current save got f'd up a little between the updates, but as I said it's not a problem at all.
Zaskow May 14, 2016 @ 12:10pm 
Well, wait for fighters tweaks, because amoebas are very vulnerable now. Maybe, is it possible to make quick fix - just double fighter range?
Agilaz May 14, 2016 @ 12:00pm 
could be that if you change the max values for the z axis above a certain value (or by any value at all) that the map-plane is automatically moved to the parallaxe, i. e. the average max z-distance
Blackthorn  [author] May 14, 2016 @ 11:59am 
@Piisamirotta I would love to remove all that gamey stuff but I haven't had the time to investigate it yet. If someone knows how to disable them please advise and I will happily mod them out!
Piisamirotta May 14, 2016 @ 11:55am 
Hey, I was wondering if it were possible to remove or downscale the effects of friendly buffs on ships. Currently the ship mounted nanobot cloud has very obstuctive visuals.
Agilaz May 14, 2016 @ 11:41am 
map still seems to be the parallactic plane, i.e. stars are above and below it, but i personally like it. You can't move the camera below it, but that's not a problem.
Blackthorn  [author] May 14, 2016 @ 11:39am 
@Average Green I am sorry but as a gamer and a tweaker / noob modder I have alot of respect for Paradox. The game is awesome (Imho) and it will only get better with mods and DLC. They were extremely generous in making the game so mod friendly.

They deserve every penny and I cannot support any possible piracy of such a great product. I suggest you buy it. Even if you don't like it now it will only get better and better.

Its a good investment.

TLDR No, this game doesn't justify piracy.
Blackthorn  [author] May 14, 2016 @ 11:13am 
@Hazard could that be another mod. My mod no longer changes any offsets but ship offsets. I completely removed the min/max offset variables from my defines.lua file and I also removed the system scale variable as well.
Blackthorn  [author] May 14, 2016 @ 11:11am 
@SpaceNavy as would I Space but I tried to keep the mechanical changes to a bare minimum. Those changes were all made to reduce blobbing / collision and improve visual performance / clarity.

But I do plan on reducing the impact of the balance changes as I learn alternate ways to improve the above mentioned goals.

You can give it a try and I am pretty sure it will not corrupt your saves. (But not positive)
Hazard May 14, 2016 @ 11:08am 
Hm, all the starts are still on the same plane, just not quite as close to their hexes as they were before the latest update. Again, not a problem for me, but I don't know about others.