Stellaris

Stellaris

Amazing Space Battles
3,087 Comments
Chickenhunt  [author] 7 hours ago 
@Lokki I know, its nice to have the possibility
Chickenhunt  [author] 7 hours ago 
@RedDeath Yes
RedDeath 7 hours ago 
Will u update this mod for the new bio ships/ Weapons?
Lokki 8 hours ago 
@Chickenhunt 1.0 is merely hidden, you can find the code on pdx's website and play the older versions.
Chickenhunt  [author] 9 hours ago 
@Lokki I reccommend v2.1.3. Its the earliest version you can choose trough the steam properties. Its the last version with the orginal planet tiles system. I go back once in a while and see it more as stellaris I, and the current version as Stellaris II, its so different and fun.
Lokki 10 hours ago 
@Chickenhunt The game has changed a lot from release. I should probably play the release version next year on the game's 10 year anniversary.
Chickenhunt  [author] 11 hours ago 
@Lokki Me too. It gets better. I remember stellaris v1.0 in 2016 release as if it was yesterday! xD
Lokki 12 hours ago 
Damn, can't believe the mod came out in 2019. Makes me feel old.
Chickenhunt  [author] 13 hours ago 
@KandaKi373 thank you for reporting anyway :)
Chickenhunt  [author] 13 hours ago 
@RECKLE$$ :)
Chickenhunt  [author] 13 hours ago 
@Azure Thabk you. You can get the ironman version if you just want some of the graphics
Azure 22 hours ago 
I love this mod. The graphics are amazing, but why were strike craft made so slow. I just realized T3 strike craft go from 800 speed to a crawling 90. With this mod strike craft usually do insignificant damage while in vanilla they are pretty good damage, sometimes at certain times, the best damage source.

I signed up for amazing graphics not for changes in combat meta.
KandaKi373 Apr 29 @ 12:09pm 
@RECKLE$$ Yeah, I also suspect it's a hardware issue :(
RECKLE$$ Apr 28 @ 8:41pm 
@chickenhunt i added perdition beam, ion variant from vanilla to your modded componant template file change projectile_gfx to ion_cannon. now my ion cannons fire their distinctive beam with your directional effects, my mind is at piece lol
RECKLE$$ Apr 28 @ 8:37pm 
sounds like memory leak or exceeding capacity, this mod adds much greater effect to the game some PCs may struggle to run it just my opinion
KandaKi373 Apr 28 @ 3:52pm 
@Chickenhunt Additional vanilla weapons & components (including the ASB compatibility patch), and immersive energy shield. No real space.

T-slot in energy laser, X-slot in arc emitter, S&M-slot in kinetic artillery, P-slot in energy point defense.

No H-slot, G-slot, disruptors, launchers, and missiles.

Using a fleet with fewer titans or a normal-size one with a 500 command limit normally will not cause crashes. Otherwise, it will happen in 95% of the cases if I can't finish a battle in 5 days.
Chickenhunt  [author] Apr 28 @ 12:22pm 
@KandaKi373 Do u use any other mods that alter space battles. Or mods that add new weapon components?

What weapons can you remember that where used in the battle?
KandaKi373 Apr 28 @ 6:33am 
@Chickenhunt Nope, I didn't use any addon mods. The crash always occurs when I use a fleet with a high command limit (100 titans) in a large-scale battle. Even I tried to avoid engaging on the first day of each month, the crash would still happen after several days.
Chickenhunt  [author] Apr 27 @ 6:57pm 
@KhorneFlakes Not really, because a lot of those mod's weapon components have their own effects, and those ships have custom combat computers
Chickenhunt  [author] Apr 27 @ 6:56pm 
@KandaKi373 Do u use any addon mods such as more particles?
KhorneFlakes Apr 27 @ 1:34pm 
does this mod work with any of the two big Star Trek mods?
KandaKi373 Apr 27 @ 12:32pm 
Does anyone have the same issue with crashing in the large-scale battle in the late game, like engaging with the x250 crisis?
Chickenhunt  [author] Apr 27 @ 10:11am 
@RECKLE$$ I have plans for it yes.
RECKLE$$ Apr 26 @ 4:36pm 
question about titan grade weapons, i know you have made your own mega big perdition beam. But could there be some differences made to other ones. For example the ancient glare (relic) and Ion cannon platforms all fire your perdition beam. the ancient glare vanilla had really cool cyan beam was hoping when that got updated in your mod you would kept it the same but just added the beam direction travel that you done to all other beam weapons.
Chickenhunt  [author] Apr 26 @ 11:13am 
Back to work on new update. No release date yet.
Chickenhunt  [author] Apr 26 @ 11:11am 
@Stef Asb behavior does not make ships run away but instead makes them behave more realistic and stay at range at the start of the battle. Also very important to note is that the vanilla "run away" behavior is broken. Ships with XL cannons cannot fire due to firing arcs and the calculation of ranges are wrong.
Stef Apr 25 @ 10:21pm 
Do combat computers work with this mod? I constantly see the ships with carrier combat computer engage at the correct range but then they stay in place instead of maintaining distance from the other ships.
paulo Apr 20 @ 1:00am 
Thanks for answering my question.
Chickenhunt  [author] Apr 20 @ 12:09am 
@paulo Probably yes
paulo Apr 19 @ 6:55pm 
Is this mod compatible with the VLS for Stellaris ( https://steamcommunity.com/sharedfiles/filedetails/?id=2801736526 ) mod?
RECKLE$$ Apr 16 @ 4:38pm 
i saw a very nice ASB titan style laser fire at my ships from the tyanki matriarch so im assuming so
Phoenix Apr 15 @ 9:30am 
Thank you for answer.The problem has been solved.
hamzanuseibeh Apr 14 @ 8:45am 
does this affect space fauna?
ThomyT Apr 13 @ 10:05pm 
I am using this mod together with Real Space system scale but i noticed that the visual range of weapons is lower than their actual one, i can see a laser fire but it stops at half the distnace but the hit is still registared.
I think this is because of the 6x scale so all the weapons would need to have 6x less range to either be on par with the seeable laser or the visable laser would need to have 6x more range

Is their a compablilty mod that does something like that or is ships in scaling with the iron man version of ASB my only option to resolve this?
I heavily prefer the full version of ASB over ships in scaling + ASB Ironman
Chickenhunt  [author] Apr 13 @ 12:20pm 
@ggggwpxs Not a bug because its scaling is done in a different file and its s,m,l versions do not use unique assets
ggggwpxs Apr 13 @ 7:41am 
Want to report a bug in component template that in !_ASB_weapons_energy.txt, all the projectile_gfx input of NV(Null void beam) are "uv_laser_s".
for medium and large NV, it should be changed to "uv_laser_m" and "uv_laser_l"
Chickenhunt  [author] Apr 10 @ 2:09pm 
@Phoenix You need to remove the 2 scripts that are in mod\asb\events or change the stats in mod\ASB\common\static_modifiers
Phoenix Apr 7 @ 6:04am 
Thank you for creating this mod. It's an excellent one. However, when using this mod simultaneously with "real space - ships in scaling", the firing rate of fleet weapons is reduced by 100%. May I ask how I can adjust the mod files to turn off ASB's effect on the fleet weapons' firing rate?This passage was translated into English by an AI. I hope there are no vocabulary or grammar mistakes.
FMC_FlowerJust Apr 6 @ 1:19am 
Paradox titan is from dlc The Machine Age
Chickenhunt  [author] Apr 5 @ 11:24am 
@Ezra-Bridger Idk, right now most of my free-time is putting IKEA furniture together lmao. So I cannot give a firm date. But it will be done, just like when the 4.0 update is released I will update asb.
Ezra-Bridger Apr 5 @ 1:46am 
When will this mod be updated to fix the Autocannons? Not trying to rush you or anything, my game just isn't the same without my awesome autocannons
Chickenhunt  [author] Apr 4 @ 10:57am 
@Ezra-Bridger I have an own custom channel in the Stellaris modding den discord where I also post updates and screenshots etc. (link right above in description)

I also have my own discord server with 50+ people:
https://discord.gg/VhuxqPnX7a
Chickenhunt  [author] Apr 4 @ 10:54am 
@FMC_FlowerJust What are those? I have not played the game in a while, are those dlc or modded ships?
Ezra-Bridger Apr 4 @ 9:38am 
Do you have a discord @Chickenhunt?
FMC_FlowerJust Apr 4 @ 7:16am 
Paradox titan ships, the titan ships unlocked by cosmogenesis crisis path can't equip ancient ruination glare (an archeotech). The normal titan ships and platforms can use it, but not the Paradox Titans (that's the name of the ship).
FridayD5 Apr 4 @ 5:24am 
Hell yeah ty dude
homeworld Apr 3 @ 9:26pm 
Thanks for letting us know! Hope your move went well!
Chickenhunt  [author] Apr 3 @ 2:16pm 
Working on auto-cannons visual update
Potate Boi Apr 2 @ 4:05pm 
just pretend your ships ran out of normal ammo for autocannons and they're now throwing out comically heated cargo crates, it worked for me at least

other than that, yeah just wait a bit. the mod still works otherwise and damn does it look good.
Chickenhunt  [author] Mar 28 @ 10:04am 
@FridayD5 Autocannon have some visual or graphical issues, but I dont have much time to fix atm (moving). Will come with next update, I hope soon. Other then that, the mod works good.