Stellaris

Stellaris

Amazing Space Battles
3,301 Comments
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).
Noble Jun 28 @ 9:58pm 
There appears to be a duplicate Engineer leader trait which takes up an extra slot, it effectively does nothing other than a 0.1% boost to daily ship repair, but since its seperate a leader can have two engineer traits, with one being functionally useless.
Gomikael Jun 28 @ 4:34am 
Same issue with autocannons they all shoot directly downwards.
Deep♂Dark Jun 27 @ 5:55pm 
HiHi! I love this mod ! And I just found a problem when play with NSC, some ship like Dreadnough do not have sinking animation, it will stay still and the explosion appear beneath it.
PythonicArgent Jun 27 @ 6:23am 
hello! seem to be having an issue with the auto-cannon graphics?

when firing for one they do not accurately follow the target, being off on the z or y axis
and in addition the graphics for all auto-cannons are now yellow rectangles?

I've tried unsubscribing and resubscribing, even gone through my entire modlist to see if it was a conflict (it was not) but I don't see many other people complaining about this issue so I feel a little stuck as to what is going on?
Reichtags Jun 27 @ 6:11am 
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
Chickenhunt  [author] Jun 27 @ 5:22am 
@Serious Looks like your launcher did not download the mod properly. Try this:
1. unsubscribe from mod
2. delete "mods_registry.json" -> User\Documents\Paradox Interactive\Stellaris
3. delete "ugc_1878473679.mod"-> User\Documents\Paradox Interactive\Stellaris\mod
4. subscribe to mod
Serious Jun 27 @ 2:50am 
Yes, I'm sure it was opened
Chickenhunt  [author] Jun 26 @ 12:23pm 
@Serious Did you activate it in the launcher?
Serious Jun 26 @ 7:55am 
Mod can't run normally in the game, for example, the added battle special effects optimization can't be displayed normally here, just the original special effects
Chickenhunt  [author] Jun 25 @ 12:32pm 
@「Axophia™」 Hi there, if you think the battles are too long you could get the shorter battles addon from the collection
「Axophia™」 Jun 25 @ 12:05pm 
Hi I tried this mod like several updates before and uninstalled it because it made space battle too long like on vanillia it needs to be like 10 battles finish in order to finish in ASB for only one battle is it the same or something changed? thank you in advance
Chickenhunt  [author] Jun 25 @ 4:06am 
@leovn119 go to mod location and then ASB\common\ASB_defines.txt

Then edit FLEET_BASE_FORMATION_SCALE and FLEET_BASE_FORMATION_DIV
Chickenhunt  [author] Jun 25 @ 4:04am 
@DaViper double clicking on a ship and following it in slow-mo is always a cool thing to watch
DaViper Jun 23 @ 11:57pm 
Sorry for bein' a noob. (no I'm not. Heh.) But how in the hell do you guys follow the battles? I've tried "immersive/cinematic (both out of date) plus 'default' cameras, and I swear this is a PITA just to focus on things, let alone watch the action for more than glimpses.
(Also, as a newer player, I do probably have more popups than a 'vet', but damn that interrupts things as well.)

A bit of advice would be nice. (Otherwise, these mods are awesome.) :steamfacepalm::steamhappy:
leovn119 Jun 19 @ 10:43am 
Hi. I'm trying to make it so that my ships stay closer to their original formation when they begin combat instead of spreading out all the way. Do you know what value I need to tweak ?
Chickenhunt  [author] Jun 19 @ 6:23am 
@Escaton This is intentional. It is so that the battle usually starts out as a firing line standoff, and as the battle progresses it becomes more chaotic and ships begin broadsiding, fleets mixing and if it keeps going for really long (e.g both parties keep sending fleets) the whole system will be in complete combat, causing even more epic battle scenes. (check out 2nd trailer were there is a battle that was already happening for about 4 minutes)
Escaton Jun 19 @ 4:16am 
yeah unusable without editing some of the mod files myself. artillery corvettes as an example do not even try to keep distance anymore.
Amon Grabmore Jun 18 @ 9:50pm 
Yes i noticed that the mods combat ai just lets all ships fly close my organic stingers with artillery computers fly into close combat...
Tenshi Hinanawi Jun 16 @ 8:28am 
Hello! Did this mod originally space ships further apart? Because it doesn't anymore