Stellaris

Stellaris

Increased Ship Size 4
72 Comments
Guilliman May 30 @ 9:02am 
Fixing the ship sizes does not fix them within save, so I just lost a big save.
Guilliman May 30 @ 8:43am 
Your mod is deleting orbital rings, your ship sizes are out date. You'll have to compare all your overwrites with the base game files since a lot of changed to incorporate the new DLC ships.
Guilliman May 30 @ 8:19am 
I wish the mod was just increased ship sizes and no other changes. There's a lot of customization done which makes combining this mod with other mods very incompatible.

Why did you give science ships a 100 influence cost and higher alloy upkeep? Why are is there a define to lower the construction speed of construction ships? None of these changes are explained in the mod description. Had to spend a lot of time trying to figure out where these changes came from.
SolidSpaceDisk May 25 @ 5:30pm 
This mod is also useful for ai to meet targeted naval cap for the stupid Military Readiness Act they voted for,lol
🆂🅷🅸🅾  [author] May 14 @ 10:29am 
@stewoq
1. This has to do with the compatibility with NSC. Unfortunately I don't have much free time for modding anymore. I have now decided on the middle path. A frigate should now be able to be created manually in vanilla.
2. Here you have to give me more information. Take a look where your bonuses come from. And maybe your neighbor is a fool? xD
AbsentMinded May 14 @ 1:00am 
Yo. No need to correct me, if I'm wrong, jus two notes:
1. Frigates can't be constructed anymore, nor do they appear as corvettes. Didn't find an issue with other modes in this matter.
2. Is it possible to adjust the size of platforms? I kinda have a 200k bastion, while my neighbors barely have 10k fleets. :)

And now to the "thank you" part - you are awesome, amazing and a benefit to the community. Thank you from the bottom of my heart.
🆂🅷🅸🅾  [author] May 13 @ 11:11am 
It's due to compatibility with NSC3. It should be fixed now.
HiddenPrior May 11 @ 12:58pm 
Hi friend! Is anyone else having an issue where the starbase is not spawning on game start? I have these errors in the log:
[12:45:16][galaxy_generator.cpp:588]: Trying to create a ship for ship size starbase_starport that doesn't have a design
[12:45:16][galaxy_generator.cpp:561]: Failed to create starbase

This was using only ISS4, and I cleared/cleaned my mod cache.
Erockstol May 11 @ 7:29am 
Ey ai construction ships work now! I missed this mod
HiddenPrior May 11 @ 5:49am 
You are the best Shio!
Erockstol May 10 @ 6:09pm 
It may be mod interactions, but I can confirm in my games AI is not giving their construction ships orders while subscribed to this mod
🆂🅷🅸🅾  [author] May 10 @ 3:38am 
Patience is a virtue my young Padawan. ;)
HiddenPrior May 9 @ 5:22pm 
Haha yes, that and bioships haven't been implemented. I may try updating it on my own if Shio is nowhere to be found but... I am not much good at modding.
Brain Griffon May 7 @ 6:28pm 
this still technically works. Its just that it gives you naval capacity per pop on 4.0 so you start with 1700 naval capacity essentially so it kind of defeats the purpose of the mod. Id love an update though this is one of my favorite mods:er_heart:
HiddenPrior May 5 @ 11:31am 
Huge fan of this mod! Do you think the changes to 4.0 will require a lot of changes for the mod?
Lurtze1 Sep 18, 2024 @ 1:19pm 
Is this still being worked on?
RPR]Krachboomman Jun 3, 2024 @ 8:22am 
The AI is disbanding all off their science-ships at the start of the game. I already changed the cost and upkeep in the files, but the AI is still very slow
RPR]Krachboomman Jun 2, 2024 @ 4:30am 
The mod seems to stop the AI from taking any systems. I am in 2400 and a lot of empire only have their home system. Anyone else got this problem?
Stilletto_Rebel May 21, 2024 @ 1:53am 
@🆂🅷🅸🅾 - please could you update this for 3.12 - it's stopped working for me.
HiddenPrior Apr 12, 2024 @ 9:02am 
My mistake, it seems it was being overrriden by something since adjusting load order seems to fix it
HiddenPrior Apr 12, 2024 @ 8:52am 
It seems to no longer work with 3.11 unfortunately
🆂🅷🅸🅾  [author] Feb 14, 2024 @ 11:19am 
@Olifs Try it... I have no idea what's new from 3.7 to 3.9
Greek Olifs Feb 13, 2024 @ 4:41pm 
@Shio will this work on version 3.7.4 or have there been too many core changes?
🆂🅷🅸🅾  [author] Jan 5, 2024 @ 7:30am 
it should work now
UnholyDemigod Jan 4, 2024 @ 10:01pm 
The problem still persists about the starbase bug. Upon loading a new game, your home system doesn't have one. After a few days, it spawns with a message saying "we have regained control of the ____ system". Upgrading it doesn't open up any slots though, so it can't be used.

However, I have found a workaround if you really wanna use this mod. Unsub, start a new game, save it on day 1, close game. Sub to mod, launch game, and it will work. So it seems there's just something wrong with the initial spawn (I dunno if that helps you figure out the issue @shi0)
cr!s Dec 15, 2023 @ 10:47am 
Any update for this? it's now working anymore :(
Stilletto_Rebel Nov 27, 2023 @ 12:12pm 
@shi0 - I'm having the same issue as the good Dr. Van Doom. No spawn and no shipyards or building slots.
Vandoom Nov 27, 2023 @ 9:20am 
@🆂🅷🅸🅾 The mod seems to currently be broken. Initial starbase doesn't spawn properly or function when upgraded.
🆂🅷🅸🅾  [author] Oct 30, 2023 @ 12:47pm 
thx, feel free :)
Wendy Oct 30, 2023 @ 11:52am 
This mod proves that what I want isn't impossible.

I feel that the power and size difference between battleships and corvettes in Stellaris is too small for my taste.

So basically, I'm pondering to keep Corvettes as-is while progressively increasing all other ship sizes.. replacing the current 1-2-4-8-16-32 size growth with something like.. 1-3-8-20-48-128-

Of course for balance purposes that would imply that bigger ships need to be stronger so they can remain worth building.. and I'm undecided on how to best achieve that.

Anyway, good job creating this.
🆂🅷🅸🅾  [author] Oct 19, 2023 @ 10:23am 
I don't think that's a good idea. As a result, you will have too many resources and the value of the ships will be lost.
Commodus Oct 19, 2023 @ 4:24am 
It would be great if we could have the increased sizes, without the increased costs.

600ish minerals and 100 influence for a science ship is rather crazy:/
🆂🅷🅸🅾  [author] Oct 18, 2023 @ 10:01am 
Update will come when I have time. There are no plans to change the balancing. There should be more feedback there.
MrPiromaniak Oct 17, 2023 @ 6:09am 
Hello, can you please update this mod to 3.9.3?
Also, does it work without other mods, with just vanilla ships?
And why you aren't using unified size modifiers? Titan should be 64, why 95?? And why you deliberately nerfed Destroyers? Why 10 instead of 8???
Can you please make version with all ship's sizes scaled up equally?
BiGuy297 Sep 27, 2023 @ 6:19pm 
Breaks progenitor hive, no capacity for offspring ships other than 1 corvette
Linkraven Sep 27, 2023 @ 12:43pm 
does this mod limit the titan cap and colossuss to 1? playing with NSC and had 9999 fleet supply with max anchorages but can't seem to get more than 1 titan or colossus for that matter.
HiddenPrior Sep 16, 2023 @ 9:44am 
My mistake, it was a load order error with Better Ship Behaviour. Note to anyone who runs into the same issue, it appears that BSB has some overrides on the battleship file, so load this mod after BSB
HiddenPrior Sep 16, 2023 @ 7:02am 
I'm not sure why, since for the most part this mod seems still compatible with 3.9, but battleships specifically seem to be broken, only requiring 8 fleet capacity instead of the expected 32.
🆂🅷🅸🅾  [author] Aug 28, 2023 @ 1:47pm 
The Fallen Empires should get penalties if they keep their big fleet. As for the Marauders, I don't know how they work mechanically with the naval cap. Should the Marauders have naval capacity, they will also be affected by the increased ship size. That has been taken into account.
mememrthief69 Aug 28, 2023 @ 1:22pm 
There is a way to reduce fleet for Fallen Empires and Maruders? Because for now they are too way above limit
JageriuS Jun 28, 2023 @ 2:38pm 
3.8 compatible?
🆂🅷🅸🅾  [author] Mar 24, 2023 @ 9:16am 
I think few make a game harder. There are a lot of mods... which end up being extremely boosting. Just took out a newer boost from NSC in NSR3... 500+ naval capacity or some nonsense.
Nimizz Mar 23, 2023 @ 12:56pm 
Well I know I'd use it almost all the time just for the late game FPS boost just having 75% less ships on screen but with the same power. currently trying to do it my self but first time attempting to mod stellaris :P
🆂🅷🅸🅾  [author] Mar 23, 2023 @ 3:04am 
If I get more feedback in that direction, I'll think about it. ISS3 only exists for the same reason.
🆂🅷🅸🅾  [author] Mar 22, 2023 @ 5:32pm 
Sounds more like you pick what you want. ^^ no, that's not planned.
Nimizz Mar 22, 2023 @ 1:52pm 
Does that not break the economy? haha, Are there any plans for a version between this and the original that keeps the build cost / build time / hull / speed / armour / upkeep /size from the original mod without the changes to influence, STL, station cost and start year?
🆂🅷🅸🅾  [author] Mar 22, 2023 @ 1:18pm 
@Blanket
Still? Should never have been the case.
Nimizz Mar 22, 2023 @ 12:25pm 
Does this still include the higher build cost, upkeep etc from Nospacerace?
🆂🅷🅸🅾  [author] May 15, 2022 @ 6:17am 
But now...
Antoha013 May 15, 2022 @ 2:45am 
There is no ship for colonization.