Stellaris

Stellaris

Amazing Space Battles
3,256 Comments
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
Hood Jun 12 @ 8:05pm 
Is it just me or did this mod change over time in the sense that ships would engage in battle by going straight into battle so that the enemy is in range. Now it appears that when my forces enter the battle they don't immediately swarm the enemy, they slowly approach, in each battle this happens. Is this whats supposed to happen? I just got the mod on its own as my only mod so there should be no conflicts.
butcherbrood2 Jun 12 @ 9:48am 
thank you!
Chickenhunt  [author] Jun 12 @ 9:15am 
To everyone wishing a 3.14 version; This mod is ALSO compatible with 3.14 as well as V4. I updated top description.
Ömer Jun 12 @ 8:17am 
You should post a 3.14 version only workshop page. We need it.
SVaughan Jun 9 @ 2:13pm 
It should still work with 3.14 despite being updated to 4.0.

I'm using QoL mods made for earlier 2.0 game versions in 3.14 right now.
butcherbrood2 Jun 9 @ 11:30am 
is this still compatible with 3.14 or is it 4.0 only?
Possibly Kim Jun 9 @ 11:05am 
Hey i still got problems with the autocannons liek @Struzhka said and somebody else.. it looks like they are using the shells as projectiles, pls fix! I cant play without them lol
DaViper Jun 7 @ 6:29pm 
I'm curious. I use RS, NSC and when this is used my corvettes fleets (early game) drop to 1-6 'firepower' no matter their fleet size, and all of them pretend that its 'circle the wagons 'boyzzz' time when attacking anything.

Swapping out for the ASB (ironman) resolves the problem.
I thought that this was supposed to be fixed already?

I have already double checked load order and mod compatibility, and everything is working and not complaining or crashing.
Achilles Jun 7 @ 10:36am 
anyone else having massive desyncs with this mod on multiplayer?
L0NEW0LF Jun 6 @ 11:08am 
Funny thing I lost a battle I should've won cuz of the computer changed from this mod. My swarm corvettes wouldn't close in from a large distance so half of them got annihilated by missiles before they got a chance to fire. Is there any way to fix issues like this from this mod or would I have to just not use it.
BOSS_KOTLETKA Jun 5 @ 3:46pm 
Can i play it with 3.14?
ps: the Mod is great!
Alpha ☭ Jun 4 @ 5:18pm 
it looks like we can get achievements without ironman now. Will this mod disable achievements?
Some comments here say that the biological ships have some problems, ist this a problem atm? If so I would have to wait for my next run with normal ships.
Larsen Jun 4 @ 12:32pm 
After some testing, i found that for meat ships.
That the Maulers mandibles weapons do 0 dmg they only fire the S-slot weapon.
As for the Weaver so called "Buff" slotted weapons, dont use it no matter if you use this mod or not, the targeting is all over the place, some times they just fly around in a circle for them selfs buffing each other, other times they will fly to X station and buff it.
Harbringer(carrier ship) the strike crafts fire only 1 time then just fly around X target doing nothing, so if your a strike craft fan this is not a mod for you.
Ugly Hamster Jun 3 @ 9:05pm 
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?