Stellaris

Stellaris

Rescaled Tactical Combat
39 Comments
HungryEye  [author] May 22 @ 6:49am 
This mod use to require realspace system scale and Ships in Scaling, but all the mod dependencies should be gone now. I don't know what could be making your game crash but I'll look it over later when I have a moment
loqque May 21 @ 4:17pm 
somehow this is crashing my modded game on 5th day of the start. trying to figure out - is there any other mod required for this to run?
HungryEye  [author] May 14 @ 2:55pm 
sure thing!
LILSAW May 14 @ 2:35pm 
yup everything's working fine now thanks!
HungryEye  [author] May 14 @ 2:08pm 
and thank you, that means a lot
HungryEye  [author] May 14 @ 2:07pm 
should be patched now, i'm aiming to remove the mod requirements now that i scaled back the scope of what this mod does.
LILSAW May 14 @ 2:06pm 
thanks love the edits otherwise this mod is extremely under rated
HungryEye  [author] May 14 @ 2:01pm 
thank you, the answer is yes that's to go with the other mods, kinda overlooked that part when i was updating. i'll change that back to vanilla speeds.
LILSAW May 14 @ 1:58pm 
is it supposed to make all the ships super slow? or do I need to subscribe to the other mods as well
HungryEye  [author] Apr 2 @ 3:33pm 
yes
Struzhka Mar 30 @ 11:57pm 
Is it still works for the 3.14?
HungryEye  [author] Jan 27 @ 6:47am 
Yeah, I've considered it, but would want to make sure I have the time commitment to do it in the first place at least, updating usually is more manageable but can be more hair splitting. Thanks for the input!
Roland Jan 26 @ 7:16pm 
You should take over Giullis's stuff, if it is defunct, those were nice mods. This looks really good and comprehensive and like some thought was leveraged into it. I wish it was NSC3 compatible.
jowe01 Dec 24, 2023 @ 12:16am 
Thanks for the answer, HungryEye. take your time, but when it is done, I will be very glad to have this in my essential mod list again.
HungryEye  [author] Dec 16, 2023 @ 8:02am 
I'm actually not entirely sure atm. Some things came up over the past several months to where this hasn't been a priority for me. When I get some time to come back and work on it I will, but can't say for sure when that will be rn.
jowe01 Nov 24, 2023 @ 3:13am 
Is this still working as intended as of 3.10 ?
HungryEye  [author] Jun 30, 2023 @ 11:35am 
Sorry it took so long to get back to you on this. I've removed the torpedoes 1 tech requirement to make it unlock with the hull improvent tech only since that one unlocks the m1s1 section, and seems to fit better for what this mod does then using the torpedoes tech.
Argonaut Jun 27, 2023 @ 5:56am 
Is the "Improved Corvette Hulls" tech supposed to give Frigates? Because it says so in the text but it doesn't give me a frigate to design. I'm running this mod together with some Real Space mods and also a "No AI habitats" mod.
HungryEye  [author] Jun 16, 2023 @ 1:38pm 
I'll take note and try some balance testing with those ideas after i finish a pass on component cost and balance (once i finally get around to starting it at least). i have quite a few side projects that i never release unless i can get them sorted to where i'm happy with it to some degree and feel it's appropriate, so no promises if any overhauls to the base functions of how the weapon types and defenses interact/differ from each other will ever make it to production, either in this mod or a seperate one. Appreciate the input none the less, thank you.
SirWyrm Jun 16, 2023 @ 1:10am 
What absolutely stunning timing. I was looking for something to overhaul the combat to make my whole game experience much more realistic. I'm going to make the changes myself in a private mod, but if you're willing to take some suggestions, I'm going to change the balance between kinetics and lasers to give them very distinct roles. In my opinion, kinetics should deal massive damage to bypass shields (100% ignore seems a bit much) but be limited due to range, tracking, and accuracy, and stopped by armor. Lasers will be much, much longer ranger, lower damage, countered by shields, and highly accurate. I think overall each would then have a solid use case for fighting at a few intuitive ranges against shielded or armored enemies.
HungryEye  [author] Dec 12, 2022 @ 10:28pm 
As far as updating this mod and my other mods goes, i've been away from it for a while now, and been having a hard time getting time together to work on it. But I will be coming back to it eventually and comb through the whole thing, as a lot of it's going to need to be rebuilt or scrapped to accommodate the new combat system.
HungryEye  [author] Dec 12, 2022 @ 10:21pm 
only with vanilla, unfortunately. it would need a patch editing the custom files ship_sizes to have comparable stats to the balance in this mod, as well as ai build weights. it technically should work, but any ship classes added by those mods wouldn't have the boosted stats, as well as any weapon and utility modules they might add being off balance.
abel1717 Dec 11, 2022 @ 2:12pm 
Is this compatible with any Star Wars mods or only with vanilla ships?
EldestDragon Nov 26, 2022 @ 10:29pm 
Ah, that is what I was beginning to believe. Thanks for the clarification, as well as the fun mod!
HungryEye  [author] Nov 26, 2022 @ 5:10pm 
it's i glitch, in a manner of speaking. the problem is that the tool tip only displays to the 0.0's, for the mod's balance i have it set to 0.075% daily hull regen, so it just doesn't display correctly
EldestDragon Nov 21, 2022 @ 1:32pm 
Living Hull tissues bonuses are currently 0.0% in my game. Is this just a graphical glitch or would you guess that it is an incompatibility with another mod?
HungryEye  [author] Sep 21, 2022 @ 8:27pm 
quick update: just pushed a fix for the animation bug from real space. let me know if you run into any other graphical bugs that may arise from this, but i think it should be in the clear. once annatar updates real space to the current game version i'll revert the changes.
HungryEye  [author] Sep 21, 2022 @ 3:49pm 
thanks for the input, the toxoid texture bug seemed to be on real space's side, which i didn't find last night, but was gonna wait for them to update to either resolve it on their end or help narrow it down. with that said, i may just start digging to find what's causing it to see if i can patch it either as a sub-mod or integrated with this one. with regards to the ai loop, that is an incredibly annoying bug which i had thought was part of the vanilla ai after catching them in the act with the mod disabled, but not sure how it might be worsened with this enabled. i had hoped it might be fixed with their update to fleet ai logic, but evidently that's not the case. at any rate, thanks again and i'll try to find what's causing the texture bug.
Collinoa Sep 21, 2022 @ 2:21am 
And possibly AI does not attack anything , stuck in a recall loop to their base
Collinoa Sep 20, 2022 @ 11:30pm 
Good update, only thing I can find wrong is that the new Toxoid ships have a weird texture issue, found it while I was choosing a ship in the species creator. The textures are moving and not still.
HungryEye  [author] Jul 31, 2022 @ 7:39pm 
So ultimately it's not a no, but will be a while before it's done, if i do.
HungryEye  [author] Jul 31, 2022 @ 7:38pm 
I'll certainly consider it, if i do a version for vanilla it would probably be done along side a version for bsw, tho i haven't decided yet if the bsw version would fit better with the vanilla format or the rs format. I typically don't play vanilla except if i start a mp game with friends right after an update so couldn't be sure what changes would port well, as the vast majority of the balancing was based around the smaller, slower paced battles of asb+rs. then there's the consideration of how many versions of this mod i actually want to maintain and focus on fixing/balancing with each update.
Mabus (the Werewolf) Jul 30, 2022 @ 4:38pm 
I wish there was a version of this kind of mod that wasnt dependent on the Real Space mods
HungryEye  [author] Jul 26, 2022 @ 6:10pm 
sweet
hellm100 Jul 26, 2022 @ 5:18pm 
By the way, I'll try this lite version too
HungryEye  [author] Jul 24, 2022 @ 12:52pm 
So if anyone gets into the late game and wants to keep going with it but the lag is unbearable you can subscribe to this mod to get the ai to start deleting their fleets and stop spamming corvettes, can help out quite a bit.
HungryEye  [author] Jul 24, 2022 @ 12:05pm 
the ai is perfectly capable of deleting ships when it needs to, and worst case scenario it has to go bankrupt which will set it back a good 20 years, but it seems to handle it ok, then builds fleets according to the new weights. i'd still recommend a new game, but it shouldn't break a save beyond repair or anything, and higher difficulties will have higher resiliency @jowe01. Also, thanks for the kind words and trying it out, hope you find what you're looking for in it. The mod definitely won't be for everyone and i'd be interested in feedback from other users as well. my biggest concern is i hope i didn't make it scale to be too easy once you have a sufficient number of larger ships and can take advantage of force disparity against the ai and any crises hordes. if i need to nerf the ships somewhat for the late-game i can but i kinda prefer non-linear power curves that make it as difficult as possible for as long as possible with greater reward/power creep as you advance the game.
HungryEye  [author] Jul 24, 2022 @ 10:03am 
Well it just depends i guess. I'd say if you can roughly double your ship upkeep and halve your naval capacity you should be ok, I just can't guarantee how well the ai will be able to handle the shock. I'm running a test game that's 100 years into a vanilla game right now that i switched to use these changes, I don't expect it to go well but if there's anything to report on i'll let you know.
jowe01 Jul 24, 2022 @ 1:09am 
I am really curious how this will play. I am already using the pre-requisite mods, so this is going exactly into the direction of my taste.
I am in an ongoing game (with Ships in Scaling Hard enabled) and I imagine that activating the mods mid-game will probably not be a good idea given the existing large fleets, will it? So it will need to wait for my next game.
Does anybody have already some experience to share how the game plays with this od enabled?
Anyway, nice initiative, Hungy Eye! Thank you!