Stellaris

Stellaris

38 ratings
Longer Space Battles
 
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0.002 MB
Apr 14, 2018 @ 12:38pm
Dec 9, 2018 @ 5:02am
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Longer Space Battles

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In 1 collection by Chickenhunt
Cinematic Space Battles Mod+Submods
10 items
Description
This mod makes space battles last longer.


THIS IS THE NORMAL VERSION FOR THE EXTREME VERSION LOOK HERE: https://steamcommunity.com/sharedfiles/filedetails/?id=1361356572


All to often space battles in stellaris are over in a blink of an eye. Well not anymore!

This mod adds severall modifiers to all ships and stations sensors to make it work:

+200% Hull

+200% Shields

+200% Armor

-70% Fire rate


It also increases the emergency retreat from 30 to 60 days.


Remember this is NO cheat. All ships and stations owned by you, the AI and neutrals get these modifiers.


Compatibility:

This mod is almost always compatible with other ship mods.

Extra Ship Components 3.0 Patch:
https://steamcommunity.com/sharedfiles/filedetails/?id=1460664046



Not ironman compatible.


This mod is part of my collection that improves space battles:
https://steamcommunity.com/workshop/filedetails/?id=1524731904


My other mods:

Cinematic Space Battles: https://steamcommunity.com/sharedfiles/filedetails/?id=1361064784

Small-Scale Planets: https://steamcommunity.com/sharedfiles/filedetails/?id=1413911394
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37 Comments
The Grand Mugwump Jan 6 @ 4:56pm 
Ran into an unfortunate occurence while using this mod. A machine uprising ran out of energy. The fire rate penalty combined with this mod gave them -135% firing speed. One of their battleships had a fleet power of 10 and -26 damage per day. Maybe you could put a hard bottom on firing rate? Or it could be left as is and make energy shortages especially punishing. :)
Chickenhunt  [author] Jan 1 @ 5:09am 
@[P²] Frenchiie They should be applied if you are using vannilla sensors on them. But with other mods that are not mine I cant guarantee anything.
[P²] Frenchiie Dec 31, 2018 @ 6:38pm 
The modifiers are not applied to the UNSC ships :'( learnt that after like 100 years lol
ᴇʟᴅᴇʀ ᴡᴏʟғ Dec 31, 2018 @ 1:39pm 
For me it only seems to half work once i research the 4th or 5th sensors.
Chickenhunt  [author] Dec 31, 2018 @ 1:31pm 
@Renown Yes. The modifiers are applied by the ships sensors after all other stats are applied. So 1200 HP. Because 400 + 200% from 400 is 1200.
Renown Dec 31, 2018 @ 11:56am 
Q. Do these modifiers work on existing hull tech? Ingame corvette is 300 HP, so with your mod 600 HP, after it's first hull tech it'd be at 400 HP, now will your mod show 800 HP or will it show 700?
KubiG Dec 30, 2018 @ 1:42pm 
I found a potential Issue with things that regenerate HP or shields. Since battles last so much longer with this mod, if you have something as common as Regenerative Tissue, you can wreck fleets simply by "outhealing" them.
Not so bad, but I lost a crucial battle against half sized enemy fleet of corvettes in early game, just because they healed massive amount of hull points over that 6 month long battle. And your ships can't concentrate fire to deal with it.
[P²] Frenchiie Dec 20, 2018 @ 8:55am 
Sweeeeeeettttt! love all your mods keep going on m8!
Chickenhunt  [author] Dec 20, 2018 @ 5:20am 
@N3V3RFORGOTT3N @[P²] Frenchiie Done. The 2.0 patch has been changed and updated to 3.0
[P²] Frenchiie Dec 20, 2018 @ 4:53am 
I +1 the request from @N3V3RFORGOTT3N , to know if it was possible to get an update patch for the ESC 3.00.
Ty very much for the time, dedication put daily into your mods.