Stellaris

Stellaris

(READ DESCRIPTION)Long Realistic Wars Updated(OBSOLETE)
46 Comments
Neon Astra  [author] May 6 @ 8:24am 
this is now sunsetted, meant for 3.14, this will not be updated anymore
updated 4.0 version is here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3476997757
Neon Astra  [author] May 5 @ 10:03am 
Should be noted this isn't working with 4.0 and i have tried messing around and getting it to work and it looks like it should but for some reason it is not overriding the base game values no matter what i do. I will keep trying at it in the next few days
Neon Astra  [author] Apr 22 @ 9:39pm 
changed it where the devastation should be toned down
Neon Astra  [author] Apr 22 @ 7:59pm 
Hmm, it shouldn't be depopulating a planet to 0. The minimum pops that trigger to make it where an invasion doesn't kill any more pops is set to 6. So, unless you have a mod that adds events to battles that affect/kill pops during battle, that shouldn't be happening. I'm currently afk, I'll get home and see what I can do to put out a quick update
Ava Apr 22 @ 6:33am 
That solved it, thank you for the update!;
However, I have found another issue - high collateral units literally depop the planet before the garrison fall in case units are beefy.

Found the issue when invading flusion (from gigastructures) with landcruisers which have 300% collateral. They have 10k at start (which shot up to 40k cause elites anyway, too long of a siege) and they survived up untill high collateral damage depoped the planet to 0 and garrison just vanished. I guess if xenomorphs are employed here (which have 500% collateral) it would kill everyone even faster lol
Neon Astra  [author] Apr 20 @ 6:33pm 
changed it so it should be more balanced, should be just enough where it would still take some time to get max rank, while still being able to get vets
if there is any issues lmk
Ava Apr 19 @ 2:34am 
Great mod, love the idea.
I have noticed however, that long sieges produce elite forces rather quickly, and this snowballs.
My 20 (16 infantry, 4 tank) army went from 2.5k power when assembled to 10k cause of 3 successful planetary drops earned them Elite level of xp.
I understand that 3 conquered planets is not a small feat but in grand scheme of things I am not sure that AI can counter this snowball now, since even capitals hold about 3k power at best early game. Yes, they improve in long battle too, but it does not matter in the end.
Neon Astra  [author] Nov 7, 2024 @ 4:28am 
Just an FYI for the future, this mod does not affect many lines of code, and it really shouldn't need to be updated much. The little yellow warning icon is just a precaution, for example, last update after testing it, I went in and just refreshed the version number, that is the only thing that changed.
Loading into a new game and checking to see 1. If the game crashes or 2. If the units have their health and morale changed to the mod values, then you know it works
tilarium Oct 30, 2024 @ 11:32am 
Because 3.14 broke it? How did 3.14 brake it? Tell us so that Neon will have an easier time fixing what was broken.
The_Illusive_Man22 Oct 30, 2024 @ 11:19am 
update please
The_Illusive_Man22 Sep 12, 2024 @ 9:10am 
HoI4: **WAR DECLARATION SOUND**
Neon Astra  [author] Sep 12, 2024 @ 12:24am 
Updated for cosmic storms
Neon Astra  [author] Sep 11, 2024 @ 9:34pm 
@Quagsire
Thank you for letting me know and for the advice I haven't checked up on the new dlc/update, afk currently, will update it asap
Pvt. Parts Sep 11, 2024 @ 3:11pm 
Also if you have variables in defines that you didn't change from vanilla but you'd like to keep for future adjustments, I'd suggest putting a hashtag (#) before those lines of code so it doesn't interfere with other mods. Nobody would know that your mod adjusts those lines unless they looked at your code or used Irony Mod Manager.
Pvt. Parts Sep 11, 2024 @ 3:08pm 
Your mod is somehow preventing me from adjusting the storm galaxy settings
Pvt. Parts Sep 2, 2024 @ 2:36pm 
I was just curious :)
Neon Astra  [author] Sep 2, 2024 @ 3:46am 
@quadsire it only adjusts collateral damage, army health, and morale.
I only have the rest of the defines folder in there so I can easily adjust and add new things to the mod. So try moving this mod up in the load order above other mods and that should fix it, if not I can go and remove them from the file for you
Pvt. Parts Sep 1, 2024 @ 11:47am 
Why does your mod adjust things like max planet building slots, fleet base formation, galactic community vote cooldown, etc in defines?
ThotsBContagious Aug 21, 2024 @ 2:07pm 
Thanks, never understood how months and they'd win. Maybe if modern age enemy not space fairing lol.

Unless I'm the flipping combine
Neon Astra  [author] Aug 11, 2024 @ 6:05pm 
@caverman2001 the 6 pops being protected is only stopping pops from being killed by devastation, not anything else
so any events or the like are outside of control
caverman2001 Aug 11, 2024 @ 3:54pm 
what ends up killing most pops is the detonation event, is thier any way for that event to be lowered in a way that it does not happen every month
caverman2001 Aug 11, 2024 @ 3:46pm 
hey so the pops on the planets all end up dead after battle how do i get the minimum of 6 pops nit to be killed
Neon Astra  [author] Jul 17, 2024 @ 11:39pm 
To be clear, you can unsub to the patches, they are no longer necessary, this covers all unit mods now
Neon Astra  [author] Jul 17, 2024 @ 11:28pm 
(Taken from change notes)
Big Update!
1st- Modular support, no more patches!
This mod is now modular, meaning, the patches will no longer be required for new unit mods and any unit mod will work with it.
2nd- Devastation re-balanced
Fixed Devastation so now it should tick slower. So no more smaller battles killing a bunch of pops but still leaving it where massive battles will kills pops. Also changed it where the minimum pops left on a planet is 6 instead of 3. (Note these values are subject to change, i think i've found a good spot for them but the valve can be turned up or down if people feel it has swung too far one way).
Also, this mod shouldn't have to be updated again. Maybe i can expand it and add events or something related to war but that's a maybe and i wouldn't hold my breath on it.
Thanks to @TheGamingNot for this idea, I finally went back to it and it worked, i made a stupid mistake and gave up on it, this makes things a lot easier for me and the mod.
Neon Astra  [author] Jul 15, 2024 @ 1:13pm 
hey everyone, haven't forgotten about you, im currently about to go through the collateral damage values and do some tweaking to find a good balance. I appreciate the feedback, going to probably take a couple of iterations to get the feel right
Laecard Jul 8, 2024 @ 2:01pm 
I personally like the length of battles bacause it gives a more plausible reason for why you dont simply conquer your entire enemy after shattering their fleet than just "not enough influence for claims", so I would suggest reducing collateral damage.
Laecard Jul 8, 2024 @ 1:56pm 
Devastation and pops killed isnt the problem, that should happen, the problem is just that currently even a lightly to averagely defended planet will see most of its population wiped out.
ISawThisComing Jun 30, 2024 @ 5:24pm 
Any chance for a com patch for U.C.F Starship Troopers?
Neon Astra  [author] Jun 28, 2024 @ 5:56pm 
Another solution would be cutting the battle duration by 1/2 or 1/4 so it is still much longer than Vanilla but won't do as much collateral
Neon Astra  [author] Jun 28, 2024 @ 5:48pm 
@maschinenmensch 10x unit health and morale
Neon Astra  [author] Jun 28, 2024 @ 5:04pm 
sorry i haven't seen these comments sooner, i would be curious to get your guys thoughts. Personally, i like how it makes the land battles painful. I could try to make collateral damage significantly lower, but i believe with how long the battles are in this, it inevitably leads to devastation and pops killed
The_Illusive_Man22 Jun 24, 2024 @ 6:36pm 
the mod is really good. But we should add some units that help in making the ground combat less grinding and "a little bit quicker" - becasue the last thing i want is literally want to kill an enitre planet population on a war of liberation.
Maschinenmensch Jun 19, 2024 @ 1:26pm 
Is this just a 1000% boost to health and moral or does it do an absolute 10x after that?
Jayreaper Jun 13, 2024 @ 3:29am 
This mod is really good paired with the War Events Enhancement Mod but lord do both mods combined kill a lot of pops
Laecard Jun 12, 2024 @ 2:22am 
To be clear, the amount of devastation is pretty fitting, and I do thinkn the pop deathcount should be higher than vanilla, but taking a poorly defended planet shouldnt kill 2 thirds of the population
Laecard Jun 11, 2024 @ 6:25pm 
Great concept but the collateral damage needs to be reduced, planets are pretty much always mostly depopulated after the invasion is over
The Seraph of Tomorrow May 9, 2024 @ 8:08pm 
Plenty of net war mod, but I really wish there was a DLC that gave wars a semi-interactive element instead of just number+unit traits = combat power.
Инкви! Apr 24, 2024 @ 3:51pm 
Thank you :steamthumbsup:
Neon Astra  [author] Apr 24, 2024 @ 2:53pm 
@Инкви! https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3231420016 this should fix any issues, if not let me know, have a good one
Инкви! Apr 24, 2024 @ 10:57am 
Не очень приятно то, что такие моды, меняющие базовые вещи, совершенно не совместимость с остальными модами

Можно ли сделать мод на совместимость с Stellaris Evolved - Alpha ?
https://steamcommunity.com/sharedfiles/filedetails/?id=2602025201
paulo Feb 27, 2024 @ 4:05am 
Thanks for the patch! :steamhappy:
Neon Astra  [author] Feb 26, 2024 @ 10:07pm 
@thegamingnot i have a file like that but i couldn't get it to work/it wasn't changing the results much for some reason but i haven't put much time into it and i was just taking the method the original author did and updating it. That method is ideally what i want this mod to be so it is compatible with having to go unit by unit each update and for each mod.
paulo Feb 26, 2024 @ 4:55pm 
Oh, c'mon! No patch for Ground Command ( https://steamcommunity.com/sharedfiles/filedetails/?id=2821014992 )?!
TheGamingNot Feb 26, 2024 @ 3:46pm 
the best way (for compatiblility) to do this is in the defines "BASE_DAMAGE_MIN" "BASE_DAMAGE_MAX" "MORALE_DAMAGE_MULT" that way if you add modded units then they wont just underperform or steamroll vanilla ones
Ulthar Feb 20, 2024 @ 12:45pm 
I adore this idea!! especially if you could even subvert the locals with clones.