Stellaris

Stellaris

Amazing Space Battles
3,320 Comments
Noble Aug 21 @ 5:25pm 
i dont like asking mod creators for updates since its free content done out of volunteering but is it gonna be updated:steamsad:
alma17 Aug 18 @ 1:40pm 
sorry to ask, but could you do anything about the strike craft guns, i think their weapons are to big
Angvard Aug 17 @ 10:01am 
Small balance note: the Knights of the Toxic God final boss fight becomes extremely difficult due to the bosses aura (% hull damage over time) combined with the slowed down speed of combat/combat movement. Fleets that are consistently able to beat the final boss on vanilla die with ASB because they get killed by the attrition effect before they can even engage. Perhaps reducing the % damage of the aura to match the slower speed of combat movement would fix this?
Benzaï Aug 16 @ 8:11am 
@Urukkubar I have the exact same problem in multiplayer, sync issues.
The_doctor2006 Aug 15 @ 5:55pm 
Awesome its like a battlestar galactica battle
Urukkubar Aug 15 @ 1:41pm 
Does this mod work well in multiplayer? I tried it with a few friends but we were getting a lot of sync problems. We disabled the mod and it ran fine again. Is this a known issue or is it something else? I have no other mods installed.
DaViper Aug 15 @ 12:54pm 
@Foster. My solution was to switch out ASB for ASB Ironman. All of my issues went away. I can blow up asteroids with corvettes again, and the last big 'real' fight was a beautiful sight to behold...even better as I won it. :steamhappy:

While I love the fleet fight side of this (tactical as we say over in Xcom gaming), the problem for me is that mouse control is really SUS, and the UI (what UI? LOL) for the ship fighting is a cluttered mess without serious messing around. For the more "casual", the bling is enough without more headache.

Also, get ready for an avalanche of new patches as PDX is dropping 4.22 release next week. :steambored:
尤里大人-ule Aug 15 @ 10:34am 
Hi, I notice an error on the battle logic when fleet against multiple stations in the system, the fleet will "stuck" between the targets and circling instead dash and fight. normally if your fleet have long range weapon part of ships will firing when rotate in a certain angle.
With the RS- ship in scale mod this will getting worse because your fleet will stuck in this battle FOREVER as their weapon range to far to firing, so is there any solution or patch to this issue?:steamfacepalm:
Foster Aug 15 @ 8:28am 
@Daviper I noticed this bug too. it seems sometimes the modifiers from multiple mods stack, resulting in ships have a -100% firerate debuff. My suggestion is to just keep ASB. Mine fixed when removing ships in scaling and related patches, since it seems to have similar modifiers that stack.
Lokki Aug 12 @ 2:21am 
I suspect we'll have to wait until Chickenhunt returns. Perhaps he's on vacation?
DaViper Aug 11 @ 12:55pm 
Between this, RS, and BSB, something keeps misfiring. A short while back there was the standoff and shoot, then there was the combat strength of '1', and then the shooting issue with corvettes...

My solution was to install ASBIronman. The bling is still there, but now the ships do what they are supposed to. (As far as I can tell anyway. Camera control is kinda' lame for this stuff.)
Boruzhiki Aug 11 @ 9:01am 
ships attack enemy ships one at a time, whys that?
Starfire Aug 10 @ 8:00am 
这个mod会使炮击脑失效,现在它修复了吗?
NiKABE Aug 8 @ 9:09pm 
It seems that there is something wrong with the animation of Gray Tempest's energy sphere
After hitting the target, the energy sphere will stay in place for a few seconds before disappearing.
Dr. Zitro Aug 7 @ 7:09pm 
Hey, just wanted to be sure, but does this mod change fleet tactics in any way? Without this mod, my ships would behave like normal, like they'd charge in and buzz around the enemy. With this mod, my ships would stay in place and just shoot the enemy, sometimes they'd be too far to engage. Like I would send in my corvette fleet to take out an asteroid heading for a pre-FTL but because of the combat computer not all would engage and eventually the asteroid would get out of range.
Cultist Snek♂ Aug 6 @ 2:34pm 
BEST STELLARIS MOD EVER!!!! i can never play without it.
Vivaria—In Vivo Aug 5 @ 9:09pm 
@Noble Oh, yeah, lots lol
If you don't have a similar issue then that means I can narrow it down, though! I'm not sure what might be conflicting, but there's certainly a chance as I'm running just under 100 other mods.
Noble Aug 5 @ 4:16pm 
@Vivaria—In Vivo

I use Downscaled Ships aswell but do not have this issue, are you using any other mods?
Vivaria—In Vivo Aug 4 @ 5:25pm 
I'm using this with the updated Downscaled ships and everything works fine but the effects are, ah, rather large compared to the ships.
Would it at all be possible for there to be a patch to reduce the size of the effects appropriately for downscaled ship mods or would that be too much work?

It's not a deal breaker by any means and I am still only using Corvettes on this save, so the issue may be reduced once I field larger ships, but I figure there's no harm in asking! I'll continue to use this amazing mod either way. :)
woods125 Aug 1 @ 7:32pm 
Chicken Hunt, this mod is one of the best in Stellaris. I have used it for years

I had 4.0 without biogenesis and everything worked fine. I just bought biogenesis, I saw you said Maulers weren't working correctly

Just had a battle with 4 ships total, 2 Maulers and the biogenesis frigate (whatever it is called) against a mining drone

The Maulers stood still and did nothing. The mining drone and the frigate stayed at a distance and lobbed shots at each other. They did not approach.

Again, mod worked fine last night without biogenesis, on 4.0, and same mod list otherwise. I just bought biogenesis and same mod list in use, and all 4 ships involved had odd, stationary behavior. So it doesn't seem to be specific to maulers.

I turned the mod off and they fought per vanilla usual. I only have base ASB installed and the enhanced particles turned off
Noble Jul 28 @ 6:03pm 
Are bioship movements bugged at all?
Chickenhunt  [author] Jul 28 @ 3:28pm 
@MARTI3LO I dont want to seem rude but have you given a move order for the fleet?
MARTI3LO Jul 28 @ 1:22pm 
Its normal to ships stay around in one place, after one battle the fleet stay in the same place and dont move
Mr_sTuG Jul 26 @ 10:53am 
I don't know what is causing it but i use this addon alone with the latest patch with All DLC and it keeps causing Desyncs. of "random_count" as soon as i disabled this sole addon it resolved the desyncs for the most part. might be worth trying to look into but i don't know if this addon is causing it or not.
Chickenhunt  [author] Jul 25 @ 1:26pm 
@Hyggin Yes. If you dont like the longer battles you can get the addon that disables it but I recommend keeping longer battles. It can be big noticeable at first, because the vanilla battles literately take 3 seconds.
Hyggin Jul 25 @ 11:45am 
Does this make battles take longer? Felt like my fleets were taking ages just to take down a single outpost
Chickenhunt  [author] Jul 25 @ 6:44am 
@GG_Seven I dont think so. Thats a whole overhaul mod with its own effects. I think they already use some of my effects for lasers etc (could be wrong tough)
GG_Seven Jul 25 @ 5:56am 
Does this mod work with Star Trek: New Civilisations?
Prax Jul 24 @ 8:41pm 
\o/
Chickenhunt  [author] Jul 23 @ 4:48pm 
I am back and motivated to start modding again, made some progress in some small bugs today (thnx for reporting!)
Chickenhunt  [author] Jul 23 @ 4:46pm 
@Noble @Tia Yes

@Marcel Soares No but there is an ironman version in the collection

@Prax ty, behavior will be fixd

@Big Boy Boris @joe @[F.I.S.T] diva.Y.J rl @Reichtag realspace-shps in scaling combined with asb causes fleet strength bug, maybe i can fix idk yet.

@Large_Gremlin Yes

@Sleuth Kog'Maw Its meant to be empty because the effects come from muzzle, its a trick.

@John Helldiver Thats not asb I think

@Deep♂Dark yu can try the modding den discord for help

@General_Qwert64 Yes. All effects only generate when in system view

@J Rockit thnx

@PythonicArgent its not perfect yet, I am looking for a way to make it shoot more 3d
Noble Jul 23 @ 3:42pm 
I don't mean to bother but when will the autocannon GFX thing and the engineer bug be fixed?
Marcel Soares Jul 20 @ 4:45pm 
Is the mod achievement compatible?
Code Jul 20 @ 2:46pm 
Thank you for keeping it compatible with 3.14. I'll remember that.
Tia Jul 19 @ 12:57am 
Also seeing the duplicate (but less effective) engineer trait, traced it down to this mod. I guess it's to go with making slower battles, but for some reason it's not actually replacing the vanilla trait. Very strange. Fixable by remming (put a # in front of every line) out all the lines in !_ASB_admiral_traits.txt and then making it read-only, at least until a fix is found.
Prax Jul 18 @ 6:38pm 
Hey man! This is one of my favorite mods for Stellaris!

Any word on the fix for Maulers? They just float in place getting shot :<
Big Boy Boris Jul 16 @ 12:48pm 
@Blazingdevil
With this mod it slows the battles down by reducing the Ship Fire Rate by a set amount and in doing so reduces hostile fleets like Mining Drones below 0% SFR which causes their fleet power to drop to 1-3.
Large_Gremlin Jul 15 @ 7:54pm 
Does this mod have backwards-compatibility with 3.14?
Sleuth Kog'Maw Jul 10 @ 10:30pm 
With regard to the autocannon gfx bug I'm pretty sure it's just missing an input after "texture = ". In the file under gfx/projectiles/ap_ballistics it's just blank
John Secret-Lab Jul 10 @ 7:26pm 
Hey, when I use this mod, I can't advance time to make things faster, it means that the ships, that became way slower, can't be sped up! O|
joe Jul 10 @ 5:01pm 
I found a weird bug maybe with this mod? Fleet powers are reduced to the number of ships a fleet has, ie: A fleet with 3 ships will have 3 military power, a fleet with 5 ships will have 5 military power, however some random fleets after i expand them alot wont be affected and some random starbases aren't affected
Chickenhunt  [author] Jul 10 @ 12:34pm 
The autocannon gfx are sometimes not working properly with certain shipsets, its on to-do list.
Bumsgeordi Jul 10 @ 11:17am 
I've also got the problem with the autocannons not properly working.
Deep♂Dark Jul 6 @ 6:00am 
Love this mod ! just wonder any tutorial for making patches? I am using kurogane shipset, the explsion always appear beneath the ship ,looks a bit weird
EJR Jul 5 @ 7:23am 
@DaViper
Thanks, that was my line of thinking too actually but I wanted to make sure
DaViper Jul 4 @ 11:20pm 
@EJR, as that is listed as 'compatible' with no instructions (while you see real space given info) they should live together regardless of order.
When I ran NSC (dumped that a while back) I put NSC below (later) ABS, if that helps.
EJR Jul 4 @ 9:16pm 
What is the load order for this and NSC?
General_Qwert64 Jul 3 @ 10:20pm 
I was wondering, do the affects of this mod only take affect when the player is watching the battle or in the system of a battle, and so AI battle offscreen won't have added performance issues?
J Rockit Jul 2 @ 8:38pm 
This mod is preventing Ancient Ruination Glare from appearing on ship design for Paradox Titan. Tested by unsubscribing then resubscribing. Am also using UI Overhaul Dynamic (conflict possibly?).
[F.I.S.T] diva.Y.J Jun 29 @ 6:47pm 
"I dont know why i have this problem with this mod. Everytime i turned it on, my Ship firepower reduce to single digit. Is someone probably knew where the problem is? Thank you"

Same here - also currently working on an AI Mod which changes defines, but for some reason this mod changes AI Behaviour (could have something to do with the balance changes).