Stellaris

Stellaris

Amazing Space Battles
3,377 Comments
zlygosc 14 hours ago 
Mod works really good together with Better Ship Behaviour. The only major problem I had was related to bio ships with ancients flighters (bio version). For some reason they did 0 damage to scavenger bot and other mini bosses.

Question to the author: Fleet movement during combat is slower, how does it effect maulers? I mean they should be fast and charge at enemies, but I have a felling that they just die at a long range doing nothing. Is it expected behaviour? Sorry, but default stellaris combat is a mess, so I maybe don't understand how it should work.
fubar Oct 31 @ 7:37am 
@OKAWARI I had the same issue! Tried rocket corvettes but they just fired their missiles and stayed where they are until my enemy swarmed them
Lance Oct 30 @ 1:29pm 
OHHHH MY PCCCCCCCCCCC-----
OKAWARI Oct 30 @ 10:05am 
Hello author, I humbly wish to raise a question. Quoting: "More intelligent ship spacing and behaviour during battles (no more face hugging fleets).”While playing, I noticed that ships using the artillery computer still charge straight at the enemy and attack; only the carrier computer's settings are effective. Is this a bug I encountered? Thank you.“
perl Oct 25 @ 5:06pm 
Please update
It seems all "solutions" for strikecrafts didnt apply.
Since forever. They still not working .
Gaming With Dad Oct 25 @ 3:29pm 
I tried it, not for me. It seemed I was missing constantly with my ships.
No.2 Type E Oct 25 @ 9:05am 
I can't play the game without this mod working correctly :(
Fifa Oct 23 @ 2:49am 
for anyone wondering how to solve artillery swarm issue, when corvettes just charge into an enemy, use BSB mod
Rusty Oct 21 @ 10:01am 
@timou yes it is normal, if you dont like it you can instal : abs addon shorter battles
Timou Oct 21 @ 12:46am 
Is it normal for a space battle to last more than 10 in-game years? And this is with ancient mining drones
Fifa Oct 20 @ 9:37am 
i just realised, that autocannons dont shoot at all
Fifa Oct 20 @ 9:22am 
hello, i dont see autocannon projectiles at all
Lessthansane Oct 19 @ 9:26am 
As a comment to potentially help with some mod troubleshooting, while this mod is enabled, all of my bioships have multiple stacked -54% fire rate modifiers, resulting in a fire rate below 0. All bioships have fleet power of 1 because of this.
Scanz Oct 18 @ 12:26pm 
best mod
GhostInPajamas Oct 15 @ 9:56am 
Also experiencing the autocannon bug. Projectiles look like yellow rectangles than spin around
Tajo EL Yayo Oct 14 @ 5:02am 
AUTOCANNONS still bugged. pls fix, best mod in steam
Mr. Caids Oct 13 @ 7:25am 
is it normal for the corvets you spawn with at start to have an attack power of 3? Is that what makes the battles last longer, debuff the guns?
Live-Vitaliy Oct 9 @ 7:36am 
will this mod decrease ships sublight speed to achive a longer battle time?i found sometimes my ship become so slow that cant catch up AI ship and then killed by their long range weapons will mines cant even fire.
Leonmitchelli Oct 7 @ 1:21pm 
With this mod biological maulers stop attacking with mandibles and just fly around enemies and do nothing. No weapon damage registered at all in logs. If you give long range secondary weapon - they keep shooting with it and still don't use main weapon. Changing computer behavior don't fix this. Even at simpliest computer - maulers just stand still at exactly distance their mandibles can't reach target.
cafiola Oct 1 @ 5:15pm 
Hey Chickenhunt, yeah im positive i had screen freezes with ASB by year 2300 during AI battles, i disabled all mods and tried one by one. When i turned off ASB the problem ended.
And yeah, performace is ♥♥♥♥ right now but im not having more freezes.
i really hope u can update, right now im scratching the epic space battle itch with Sins2 but i miss Stellaris.
Raidboss_L Sep 30 @ 7:59pm 
Hey @Chickenhunt i always really enjoyed your mod! Now that i did my own mod ( Compact Armadas (Better performance! ), i had to do something for compatibilty as i looked threw your mod. I did create an addon thatfor ( fix ASB to use with Compact Armadas ). That grants full compatibility while aswell adressing things i found not overly correct with current vanilla files. (like autocannons missing a texture location and missing parts for bio ships)

I hope thats okay for you i did set this up? :) And if you like, i can tell you exactly which parts i found were not matching with vanilla files to update your mod?
Astralith Sep 29 @ 3:30pm 
auto cannons are still bugged. would love to see a fix at some point.
Feenrirr Sep 29 @ 4:15am 
I dont see the tail effect of the ships :(
Yuuki Sep 29 @ 3:39am 
When will the autocannon issue be fixed? I really like this weapon.
Vulture Sep 28 @ 8:27am 
Is autocannon visual bugged? - I do not the see the projectiles but casing shooting around
Garlic Bread Sep 28 @ 7:55am 
Is it normal that with the mod active, ships do not maneuver? For example, cruisers with artillery computers just keep moving forward instead of maintaining maximum weapon range. I checked the same battle with and without mod and in vanilla they manouver just fine
SEZER Sep 28 @ 7:08am 
just noticed: very strange thing happens...

whenever i install this mod it appears in game client untill i start the game. the moment i turn it off and on again the mod dissapers from mod list, but steam shows it is subscribed
SEZER Sep 28 @ 7:03am 
since it changes fleet movment and slows them down - does it also change how hit change is calculated?
Annam Sep 28 @ 5:41am 
Is this Compatible with the Star wars: New Dawn?
Chickenhunt  [author] Sep 27 @ 9:13am 
@cafiola screen freezes? Yu sure its the mod? I heard vanilla performance is terrible atm (I have not played stellaris in a while)
NJ97 Sep 27 @ 8:35am 
@cafiola At least the ironman mode it's working well

I wish this version worked with achievements, i want to try it, it looks amazying.
cafiola Sep 27 @ 8:08am 
is this mod dead? Currently is causing screen freezes and bioships are useless. As Invictus said, i hate vanilla battles too, they are so lame and over in 2 secs.
Hope this gate updated, this is one of the few mods i run.
Invictus Sep 24 @ 11:58am 
This is the Only Mod I run right now, And the last update has made a lot of my AI's color borders black. Is this a game bug or this mod been updated for it?

Also, anyone know of a mod good mods or one that goes good with this? I just hate battles in Vanilla.
Red Coralian Sep 22 @ 5:46pm 
i meant asb
Red Coralian Sep 22 @ 5:44pm 
if this isnt updated then do vanilla particles still appear that dont have a corresponding bsb particle?
WilkuRs Sep 21 @ 2:01am 
There are still long bc of that mod, but bc of long battle settings in realspace, ships and guardians spawning with 1 power.
Ps* U have 2 turn on and off guardian spawning after turning off long battles :3
DaViper Sep 19 @ 5:43pm 
That's a nice solution...that said, I prefer longer battles and am quite happy with BSB+ESC for "custom stuff" with ASBIronman supplying bling. :steamhappy:
WilkuRs Sep 19 @ 8:20am 
i found solution @DaViper, turn off long battles in Realspace, and everything (not 1st fleet) change 2 normal numbers
Baron von Silberthal Sep 19 @ 4:34am 
Thx for your hard work. This is the most essential stellaris mod for me. Would love to support, buy me a coffee only has card though...
DaViper Sep 17 @ 9:44am 
@WiluRs @tudodmit420:

This mod + a few other mods that change fleet/weapons stuff are conflicting.

My own Realspace+BSB campaign was unplayable with ASB in the mix. My solution is simple:

Only ONE ship component mod per playset. I switched to ASBIronman, and all of my fleet size, corvette issues and inability to shoot asteroids problems went away. :steamhappy:

I am NOT saying ASB is the culprit, but in conjunction, it + others misbehave, badly.
WilkuRs Sep 17 @ 6:58am 
Still ships have 3 power and negative dmg... why? im using realspace and extra ship components, doesnt work without both. why? ofc mod on top.
tudodmit420 Sep 16 @ 10:17am 
i see others have also mentioned this, but what's the deal with the fleet power bug? sometimes the fleet power is equal to the number of ships in the fleet (so if i have 25 corvettes, the fleet power will be 25) and sometimes that is not the case. are there any known incompatibilities which might result in such behavior?
Remulus Sep 16 @ 9:54am 
Is it compatable with Legacy of the old Republci? Thank you for your time!
BlackBeard Sep 16 @ 3:24am 
Dear creator!
I have encountered a problem: when the autocannon fires, it shows yellow stripes instead of effects. I am using it with another mod (Sin of the Prophet). The game is set to version 3.14.
I deleted the mod, unsubscribed and then resubscribed. However, no matter where I place the mod in the load order, the error keeps appearing only with this one effect. All the other effects work correctly.
Chickenhunt  [author] Sep 13 @ 11:09am 
@kroganwar22 hi there, yes that is alright, yu can use whatever you want from asb :)
kroganwar22 Sep 13 @ 10:46am 
Hey @Chickenhunt I was wondering if I could implement ASB into Mass Effect A New Destiny. I'd absolutely credit you for your hard work but I also understand if you aren't comfortable with that. Just thought I would ask. Thanks for your time in advance.
Zock Zeleon Sep 8 @ 9:18pm 
not sure why, but when using the fauna ships, there fire rate randomly went down to -105%. disabling this mod fixed it.
B2TheW Sep 6 @ 9:51am 
i have two fleets of corvets, 25 in each. One fleet has military power of 320 other has military power of 25
Westheimer Aug 31 @ 1:07am 
Greetings, I wanted to ask. I seem to have set all the mods correctly in the loading order, but my fighters are still falling out of the ship in batches and flying in circles. What could be the reason for this?