Stellaris

Stellaris

Amazing Space Battles
3,238 Comments
Ugly Hamster 8 hours ago 
Question, did you balance the weapons after the changes? If you did, please look into balancing Strike Craft some more. I've tried Strike Craft extensively as a massive fan of them and it seems like they've been nerfed into and through the ground. Where before strike craft only/heavy build was viable until super late game, now even T3 in early/mid game do negligible damage. To the point where auxillary small weapons were doing 5-10x more.
Simon Klevin Jun 3 @ 3:09am 
Ok you can get a similar effect by using the ironman version along with a different fleet spacing mod, if anyone else is like me and really likes the visuals but not the combat computer changes
Simon Klevin Jun 2 @ 9:00am 
Is there any chance of a version of this mod where the combat computers aren't changed? The effects are amazing and i know why the change was made, but it ruins some designs (specifically the ones with artillery computers that run away from enemy ships) and that's very sad:(
Paladin Dawnheart Jun 2 @ 7:07am 
3.14 Patch? Going back to 3.14 while everyone is updating <3
na.sommer Jun 1 @ 9:54am 
Mate your mod is peak thanks that my eyes can witness something that beautyful:steamthumbsup:
GhostInPajamas Jun 1 @ 9:24am 
Hey, thank you for the awesome mod. I'm having an issue with the autocannons, when they fire its just a stream of yellow rectangles that spew in random directions without actually hitting a ship. Is this an issue with 4.0?
Paladin Dawnheart May 30 @ 11:29pm 
Thank you for the mod! Yep, seems to be only those systems. Otherwise it's working great. Faster space battles add-on helps a bit too in the meantime.

Hope all is well and everything goes well IRL <3
Chickenhunt  [author] May 30 @ 12:01pm 
@Seifer No worries, I've been rlly bussy irl and had some time but not a lot. It will get done :)
Chickenhunt  [author] May 30 @ 12:00pm 
@Paladin Dawnheart Yeah its only for marauders tough it seems
Paladin Dawnheart May 30 @ 11:08am 
@duecan
Wow. I came here to see if this was the reason it was taking my 100k fleet 10 years to clear out the Marauder systems, while simultaneously sitting near the sun and going around in circles. Looks like I found the problem.
Seifer May 29 @ 9:09pm 
i don't want to come across as trying to rush you as i understand that coding takes a while, but i wanted to ask how the mauler update is coming along? this mod is very much one of my favorites.
Chickenhunt  [author] May 29 @ 8:20am 
@Randy Iamtheliquor Yes it is. The thing that changes in battles is sublight speed, you were right :)
Randy Iamtheliquor May 29 @ 8:15am 
Gotcha , sorry i didnt know my bad. So I assume it's normal ?
ps thanks for replying
Chickenhunt  [author] May 29 @ 2:34am 
@Randy Iamtheliquor Ah I see, I remember now. I conflated it with subspace speed. (also plz no links in comments) :)
Lokki May 28 @ 10:43am 
@duecan i suggest you learn the sacred art of reading the mod description.
duecan May 28 @ 10:27am 
Is there any way to have this mod with the improved graphical quality of ship combat without the weird re-balancing? Not at all enjoyable to have my ships suddenly get SMACKED with a -99% sublight speed penalty after initiating combat.

I get you want the battles to take *longer* but it took my fleet TWO YEARS to get within ballistics range of a space amoeba
Chickenhunt  [author] May 28 @ 9:39am 
@Randy Iamtheliquor No, its only inside combat. Are you sure you do not have any other mods activated?
Randy Iamtheliquor May 28 @ 9:02am 
So its normal that this mod give -50% fire rate even outside combat. Its the only mod activated
Chickenhunt  [author] May 28 @ 8:57am 
@Randy Iamtheliquor "Real space ships in scaling" is not compatible with asb. Thats why you see that
Randy Iamtheliquor May 28 @ 8:44am 
no its a debuff outside combat. I just checked my whole modlist this one and Real space ship scaling give a debuff of -100% ( in total) when both are use so all fleet have a power of 1 because the fire rate is a -1 damage per second.

If i remove both mod, I dont see that debuff
Chickenhunt  [author] May 28 @ 8:39am 
@Randy Iamtheliquor Ships get fire rate debuff when in a battle among other things to make battles last longer
Randy Iamtheliquor May 28 @ 8:09am 
For some reason, this mod give all my ships a -67% fire rate debuff at the start of a new game.

Its the only mod activated
Chickenhunt  [author] May 27 @ 5:29am 
@Zabadak Alright, I think that will be a ez fix
Zabadak May 27 @ 4:55am 
@Chickenhunt Yes the paradox titans are vanilla. They are the titan variant you get with cosmogenesis Level 4. With your mod they are missing the Ancient Ruination Glare weapon component even if it is researched.
Doom Random May 26 @ 10:20pm 
Strangely, every aspect of this mod is working except the combat targeting ai. It's still only shooting one ship at a time.
alexp78 May 26 @ 8:23am 
Is it possible to further improve the mauler?
Hazard Maks May 25 @ 2:52pm 
Just wanted to say this is one of the best mods ever made for Stellaris. I hope you keep updating it in the far future!
Norpal May 23 @ 10:31pm 
Does this mod work properly if enabled mid-save, or is a new game recommended/required?
Yetha23 May 23 @ 1:10pm 
@Chickenhunt I don't know what am I doing wrong but autocannons are shooting yellow squares and they are not even aiming at the target's Z-axis. Everything else works fine though. Other than some ships slowing down before they reach the maximum weapon range.
Chickenhunt  [author] May 23 @ 6:50am 
@Private Pyle You could try and change beams to projectiles and make them very fast for your mod. I think that would create the visuals you want.
Chickenhunt  [author] May 23 @ 6:49am 
@Jackoboi The mod is also still compatible with 3.14 as well as v4+
Chickenhunt  [author] May 23 @ 6:49am 
@Yetha23 Yes. do you have problems with autocannons?
Chickenhunt  [author] May 23 @ 6:48am 
@СиллЕсски Only the mauler class bioship has an small issue with behavior atm but all the other features work good
Chickenhunt  [author] May 23 @ 6:47am 
@Loke Can you clarify? Do you mean you want more spread out defense platforms or choose the locations?
Chickenhunt  [author] May 23 @ 6:46am 
@Zabadak Hi there, thnx :)
What do you mean with paradox titans? are those vanilla?
Zabadak May 22 @ 3:53pm 
@Chickenhunt This Mod is deactivating the Weapon ship Component "Ancient Ruination Glare" for Paradox Titans. Only for them! On normal Titans its still there.
I tried to deactivate this Mod and the Weapon is back again. And if i reactivate this mod, its gone again.
So its defenitifely this Mod.
Otherwise very good work!
Loke May 22 @ 9:41am 
i used to have the defenseplatforms be spaced around the solar system around the timer i first installed this, but i had some error with some mods and managed to fix that error but now the spacing for the platforms is back to being centered around the starbase. is there a fix for this or is there some other mod that can help making it a reality again? thanks!
СиллЕсски May 22 @ 5:22am 
Do bioships work fine with this mod now? I just saw in the comments that bioships don't attack or stand still with this mod. I hope the translator translated my text correctly
Jackoboi May 21 @ 5:18pm 
3.14 version please?
Yetha23 May 21 @ 7:46am 
do autocannons work in any version?
Private Pyle May 20 @ 6:52am 
Is there a way to make laser bolts instead of laser beams? Like in Star Wars for example? I wanted to build a Laser Bolt Mod around ASB, but I cant get it to work.
Chickenhunt  [author] May 20 @ 6:05am 
@ΞX Dane Hmm, that doesn't seem that bad :p
I never played with the giga mod but it seems to me that if you can get an entire moon to attack something that's super strong anyways xD

thnx :)
ΞX Dane May 20 @ 4:08am 
@Chickenhunt To give some examples. Celestial warships (Attack Moons) on Gigastructres mod or the Star-fish fleet on Ancient empires 2.0 are far harder with ASB enabled. For some reason their DPS remains about the same but their toughness / durability is far better due to the slower combat pace.

**NSC** is working perfectly with it but anything else I've tried gave me headaches. I love this mod for what it does, its just the (i think unintended) difficulty with non vanilla stuff.
SirTopNotch May 19 @ 10:24pm 
The ironman version doesn't include some of the features I like in the mod unfortunately. But I can probably work around it if that's the only option
Chickenhunt  [author] May 19 @ 10:29am 
@ΞX Dane ASB should work with other ship-sets, what do you mean specifically?
Chickenhunt  [author] May 19 @ 10:26am 
@SirTopNotch Thank you! You can get the Ironman version if you dont want the combat behavior changes
Chickenhunt  [author] May 19 @ 10:25am 
@KaedeVon Intended
Chickenhunt  [author] May 19 @ 10:24am 
@Neon Maulers are not behaving as intended, I am working on update. Meanwhile all other parts of the mod are working.
Vert May 19 @ 10:23am 
Understood thank you!
Chickenhunt  [author] May 19 @ 10:22am 
@Vert It works with previous versions such as v3.14 (except pre-2.1.3)