Stellaris

Stellaris

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Blallo Performance Mod
   
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51.988 KB
May 15, 2016 @ 1:16pm
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Blallo Performance Mod

Description
this mod reduces the number of unique ships on the map by combinining corvettes, cruisers and destroyers in larger units.

every time a new type of ships is unlocked it's unlocked a combined unit for those of lower tier.
it's possible that the power number will be shown as incorrect, but the real power of the ships should be correct.

the upkeep is correct, but it has been impossible to insert the correct mineral cost of a couple of unit. starting and final unist are correct. costruction time is correct. every bonus related to building at a cheaper cost and at a faster speed is applied only for the final unit (unlocked when unlocking battelship).
this cannot be changed with the current state of the modding tools.

AI will never buy smaller unit once the a new one is unlocked.

this should increase performance.
12 Comments
Nikal May 29, 2017 @ 1:35pm 
This is actually a pretty cool idea. And plans on an update?
thorman123456789 Jul 21, 2016 @ 10:47am 
Works with 1.2.1?
drblallo  [author] May 17, 2016 @ 8:32am 
shipsize_XXX#_cost_mult is indeed why i use the base name for each of the lastest versions and the reason i cannot modify the istant cost without modifiying the upkeep. i thought the upkeep was more importatn.

i suspcted it was the case with fire rate too. i was thinking about replacing it with damage_mult but now a beta that should solve the lag is out, so there is not much reason to keep this around
InfinityArts May 16, 2016 @ 7:48pm 
On further testing, it doesn't seem like fire rate affects much of anything, at all. An 8x corvette "ship" took just as long as a single corvette to kill 3 mining drones. I'm not sure if ship_fire_rate_mult actually does anything at all, even in the vanilla game.

I guess I'll stop tinkering for now and wait for a detailed modding tutorial. Let me know if you discover anything else. I had a blast experimenting.
InfinityArts May 16, 2016 @ 7:48pm 
Just wanted to note that all but the largest "ship" have the same cost, mineral-wise. Only the last iteration (8x corvette, 4x destroyer) actually have the multiplied cost, I assume this is due to shipsize_XXX_cost_mult only affecting the original template (which you use for the largest iterations). I don't suppose there's a way to implement shipsize_XXX#_cost_mult variables of our own? Partial solution would be to scale the cost of the templates, but all the weapons cost the same regardless of which template it's equipped on, so that's not really feasible for true cost scaling. If the UI allowed it, you could probably set up an equivalent multiple of weapon slots, imagine a "single" corvette running around with an array of 24 torpedo pods.
InfinityArts May 16, 2016 @ 4:34pm 
So I bastardized the hell out of proper modding procedures. I added the rangefinder templates to your mod's ship_sizes, and your mod's templates to rangefinder's ship_sizes. The two files are now essentially identical (load order be damned). Initial tests showed 8x corvette fleets respecting range settings I've set them to.

On a side note, was wondering how the ship multipliers interact with existing modifiers. Say an 8x fleet's 8x fire rate interacting with the +5% fire rate bonus from repeatable techs, do you end up with 8.05x attack speed, or 8.40x as expected? Is there a way to verify this? I noticed that the 8x fleets were not shooting 8x as often or with 8x the number of projectiles.
InfinityArts May 16, 2016 @ 12:52pm 
Can mods use resources from other mods? If I incorporate the multiple-ship entries into ship_sizes for the rangefinger, including the rangefinder component, and load that last, would that work?

shipsize_corvette_build_cost_mult is only found in spaceport_modules file, which does not exist in the rangefinder mod. That mod doesn't change build times, so it shouldn't matter, should it?

I wish Stellaris allowed adding entries into files instead of having to recreate the entire config files for each mod.
drblallo  [author] May 16, 2016 @ 12:35pm 
yeah i'm sorry i looked in to it. the rangefinder rewrites the shipsizes as well. unfortunatelly because of the fact that shipsize_corvette_build_cost_mult is hardcoded i cannot change it.

if you want to make them work toghever you have to rewrite pretty much the entire rangefinder mod.
drblallo  [author] May 16, 2016 @ 12:25pm 
can you link that mod? i can't find it.

unfortunatelly i had to replace the whole shipsize file.
every mod that modifies basic ai and basic ships should not work. if it just add weapons it should work
InfinityArts May 16, 2016 @ 12:16pm 
Great, I'll have to give it a try after figuring out how to get it playing nice with the rangefinder mod.