Stellaris

Stellaris

StarNet Mixed Fleet
64 Comments
marco.offidani May 14 @ 8:46am 
is this standalone? I ask because the starnet main mod is empty (not bugged.. empty)
Thee'e Vang Mar 2 @ 2:55am 
Is this standalone?
Jeff The Mercenary Jan 26 @ 6:02am 
Is it still compatible with the current game? Thanks in advance
Schmeeda Dec 8, 2023 @ 6:21pm 
Has this been updated to work with ESC? I noticed NSC compatibility was included so it made me wonder.
OldEnt  [author] Apr 4, 2023 @ 6:28pm 
Ignore.
Blankrupt Apr 4, 2023 @ 2:36pm 
I found something with Irony but I dont know how to decipher it

Error in common\scripted_triggers\~str_scripted_triggers_buildings_ai.txt:
Ln: 19 Col: 86 (UTF16-Col: 51)
str_num_free_districts_mining = { operator = = num = 0 }
^
Note: The column count assumes a tab stop distance of 8 chars.
Expecting: value
Blankrupt Apr 4, 2023 @ 2:33pm 
Thank you
OldEnt  [author] Apr 4, 2023 @ 5:13am 
As a note this is also compatible with StarNet/StarTech for NSC2 patch, the one made by salvor and maintained by me (as long as it's below StarNet/StarTech it will work).
OldEnt  [author] Apr 4, 2023 @ 5:09am 
Blankrupt: This patch works with both StarNet and StarTech, place this patch below either of them in load order.
Blankrupt Apr 3, 2023 @ 1:17pm 
Hi OldEnt,
still working or inbuilt compatibility with Startech since the updates ?
OldEnt  [author] Nov 29, 2022 @ 11:41am 
80 percent naval cap for battleships, 20 percent torpedoes, and more mixed with this patch.
youtubitz Nov 29, 2022 @ 11:18am 
with the 3.6 update do star tech/net still use mono hull fleets or do they use mixed fleet without this mod now?
OldEnt  [author] Oct 24, 2022 @ 5:49pm 
This mod patch should always be compatible with StarNet and StarTech for any version above 3.4 (3.*.*) without the need for updates. ( GitHub copy [github.com]).
Ťíμōþÿ Sep 25, 2022 @ 4:11pm 
hmm, very sad. perhaps some day the meta will not be boring and immersion breaking for me... and perhaps some day I'll stop being a coward and play with randoms even though they tend to use meta strats that I don't like... then again, I do play alone and don't use the internet to try and learn strategy beyond the basics...

meh I'll figure it out, thanks for replying so quickly and thoughtfully!
OldEnt  [author] Sep 25, 2022 @ 2:43pm 
Modders are unable to split fleets via script, only merge them, sadly.
OldEnt  [author] Sep 25, 2022 @ 2:42pm 
There is a space combat rework going on for Stellaris, as said by the devs. Until then monofleet battleship fleet is the meta, for better or worse.

Starbases scale really badly in late game (literally one-shot), and AI is not able to use them defensively to great effect. Better to give AI more naval cap from anchorages and more fleets.

If there is a mod which drastically changes how weapons work then it's up to that mod to account for that, and make any compatibility if they want. Well, this patch allows tells StarNet to use mixed fleets (you can even set specific proportions of ships in fleet in StarNet menu as a matter of fact).
Ťíμōþÿ Sep 25, 2022 @ 2:19pm 
actually now that i think of it, it probably wouldn't help when it comes to starbases since the AI probably isn't advanced enough to split off/create fleets just to deal with starbases
Ťíμōþÿ Sep 25, 2022 @ 2:17pm 
So you say the AI will be worse at fighting with a mixed fleet you say (I find that a little questionable when it comes to regular ship v ship combat but crisis and starbases make total sense so I'm not going to try and question you), so what if I use a mod that kinda turns ship combat into a rock paper scissors kinda thing.

Large guns are really bad at taking out small ships, small ships are really bad at taking out star bases, starbases don't do well against big artillery/carrier ships, etc. Do you know if that would alleviate some of the problems?

If the answer is "Maybe, I don't know never tried it and don't really have the time to" then no worries, I'll figure it out. You seem busy enough as it is, just wanted to see if you knew the answer off the top of your head :)
OldEnt  [author] Sep 25, 2022 @ 3:06am 
This patch does not need updates as it is now just a flip switch mod to let StarNet know that fleets should be mixed. All code for fleet composition is now in StarNet or StarNet for NSC2 only (if you use that). This is for the ease of maintenance. I am bumping up descriptor versions anyway.
OldEnt  [author] Sep 25, 2022 @ 2:54am 
This patch needs to be anywhere below StarNet / StarTech.
Rodrius Sep 24, 2022 @ 10:02pm 
This mod needs update for 3.5? Thid load order(from top...) is correct? 1)StarTech 2)StarNet Mixed Fleet 3)NSC2-7 4)! Starnet for NSC2
OldEnt  [author] Jul 12, 2022 @ 12:09am 
Atmos: It is now fully compatible, all fleet code is handled in StarNet NSC2 patch or main StarNet now, and this mod is a switch.
Atmos Jul 11, 2022 @ 10:12pm 
Not sure when description was updated for the P.S. but on "! Starnet for NSC2"
You mention that this is compatible with NSC2, but the P.S. States it is not.
OldEnt  [author] Jul 2, 2022 @ 7:17am 
Smarter Ship Design [3.4] does not appear to change much, apart from different selection of ship sections which should obviously overwrite StarNet.
OldEnt  [author] Jul 2, 2022 @ 7:13am 
hypersot: I thought it would be worth mentioning while I am at it so I don't have to look for an answer later. You are welcome. :)
hypersot Jul 2, 2022 @ 6:50am 
Thanks for the amazing analysis.

Note however that I mentioned the mods as examples to be used *each alone* with starnet, not all together (!) .. and by Signature Weapons, I meant Smarter Ship Design, sorry about that (same author).

Still, my question has been answered in full. Thanks again.
OldEnt  [author] Jul 2, 2022 @ 6:38am 
Signature Weapons: Compatibility Edition [3.4] will cause AI to research weapons in different order, delaying Neutron Battleships. it has no effect on fleet compositions. Load after StarNet, otherwise mod will have no effect.
OldEnt  [author] Jul 2, 2022 @ 6:38am 
StarNet Mixed Fleet now only works if StarNet/StarTech is present, and only when StarNet fleet compositions take priority (which you don't want).

AI will use Stellaris Better Combat fleet composition if loaded after StarNet (highly recommended). The mod also alters a lot of files StarNet does, place it below StarNet for it to have effect. If you are using NSC2 you need to decide if you want AI to use NSC2 or SBC fleet compositions, but if you are using NSC2 always add StarNet NSC2 patch right below NSC2 (with StarNet at the top of load order).

BSW 3 : Balanced Space Warfare same as Stellaris Better Combat, but it is even more extensive game overhaul. You need to decide on SBC or BSW, with StarNet always being loaded before them (you *can* run both mods together but I can tell you now things will not work as their mod authors wanted).
hypersot Jul 2, 2022 @ 5:09am 
Is this still needed for players that use other mods which have their own ships setup, eg. BSW, Better Combat, Signature Weapons, etc. (with starnet always being loaded before those mods)

Thanks
OldEnt  [author] Jul 2, 2022 @ 4:55am 
- Updated StarNet Mixed Fleet to 3.4. Do note that if you are using NSC2 you should use StarNet NSC2 patch instead. In the future I want adjust AI to use almost pure Dreadnoughts fleets (best) and have Mixed Fleets change that, but I will wait until new NSC2 release.
- Implemented ship_size register for upcoming interface of Fleet Composition designer in the menu. Dynamic support for modded ships_sizes. You will be able to adjust on the fly composition of fleets AI empires are building.
Limbo Jun 30, 2022 @ 7:20pm 
Is this still working with the latest updates to Starnet/Startech? I'd love to use this - I hate having to use the battleship doomstack meta because the AI steamrolls otherwise. Thanks!
Zophyr Jun 30, 2022 @ 1:11pm 
you can still use it
Sparky Sparky Boom Man Jun 4, 2022 @ 2:15pm 
Will this get updated?
"This mod is made for another version of the game (3.3*)"
Vrishnak92™ Apr 13, 2022 @ 4:43am 
By "not compatible" do you mean it cannot take advantage of the new ship types (which i assume is the case), or does it cause a direct conflict somehow making the game unplayable?
Rezdatt Apr 9, 2022 @ 7:23am 
Just asking, is there a metod of making empires choosing their fleet composition basen on their ethics or portraits? Like for example make avians prefer having fast fleets and using hit and run tactics and things like that, I don't know anything about modding stellaris so sorry if this is utterly impossible, just and idea.
Sjru 🐲 Mar 14, 2022 @ 6:19pm 
Should this be loaded after or before Startech?
lex talon Mar 10, 2022 @ 2:44pm 
It does not diversify fleet builds it will build all corvettes or destroyers ect....
Sjru 🐲 Feb 23, 2022 @ 8:41pm 
Is this up to date?
SurrealMonk Dec 24, 2021 @ 3:41am 
I'm not sure if this is working with startech, I'm using this patch and there's still fleets all over the place of 16 battleships and nothing else. I don't have any other mod that should affect how fleet composition works.
FruitSyrup Dec 2, 2021 @ 2:59am 
How compatible is this mod with Better Combat? I like the challenge the Startech and Starnet AIs present but the monobuild composition is a bit dry, and this mod and Better Combat combined would go a very long way to making empires feel distinct again!
Glatix Nov 24, 2021 @ 7:59am 
Salvor you've single-handedly managed to make stellaris fun again.
salvor  [author] Nov 23, 2021 @ 4:21am 
@Zeta-O

Thanks for reminding it, I will update it :)
Zeta-0 Nov 23, 2021 @ 4:01am 
Hi Salvor, just kindly remind you, this mod would cause a bug in 3.2 version. When picking "there is dragon" origins, it will list the dragon as a random independent country on the diplomacy panel and player can interact with dragon like a normal country. If player didn't open the border to the dragon before game start, the dragon will disappear because closed territory. I tested all the mod I have one by one, include pure star net. If you don't want to fix this that is also ok for me. I probably would not pick this new origin. Even if I did, I don't mind a dragon can vote in galactic community. XD
Xynerorias Oct 7, 2021 @ 5:29pm 
Also wanted to know if it works with Lem, should have started with that
Xynerorias Oct 7, 2021 @ 5:22pm 
Hey there, I just wanted to know if this was save-game compatible. I'm leaning yes but I just wanted to make sure (can it safely be added mid-save when I started with Starnet with this submod)
FrenchRobot Sep 25, 2021 @ 6:11am 
Is there no way to make it compatible with NSC2 ? This is an amazing mod...
Saturn Sep 19, 2021 @ 10:54pm 
If i get the mod that makes startech/starnet compatible with NSC2, will the mod work?
John Wick Sep 16, 2021 @ 3:43pm 
@Salvor Thanks!
salvor  [author] Sep 16, 2021 @ 1:55pm 
@John Wick

I think it works even without the update.
John Wick Sep 16, 2021 @ 10:01am 
Is this updated for the new stelleris patch? Thanks in advance.