Stellaris

Stellaris

ISBS - Micro Jump
92 Comments
Rafael Zagaia Oct 2, 2019 @ 4:52pm 
atualize
Paragon_4376 Jun 3, 2019 @ 5:52pm 
Please update this for 2.0
Bazil T Yat Nov 2, 2018 @ 6:30am 
Please update this to the latest version...
Akkarin Sep 24, 2018 @ 1:38am 
hmm seems like it doesn't work with current version, disappointing :( looked promising.
Aethierion Sep 23, 2018 @ 1:24pm 
Ah yes....
The good ol' Picard Maneuver...
Bad Ai Sep 8, 2018 @ 3:26pm 
update plz
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 Jun 29, 2018 @ 9:09pm 
update
𝙂𝙚𝒐𝙙𝙧𝙞𝙥𝙥 Jun 18, 2018 @ 5:08pm 
Seems like a good solution to help prevent the combat AI from engaging and dragging the fight away from your static defences - an update would be cool but if not, anyone know of another way to deal with the above problem?
鸽牌复读机 Apr 13, 2018 @ 4:41am 
update plz
capitaine raynor Apr 12, 2018 @ 12:53pm 
ok thank you
Zenithas Mar 28, 2018 @ 11:55pm 
Does not run under 2.0.
Will load without issues, but no modules will be available when building a jump ship.
capitaine raynor Mar 24, 2018 @ 5:32am 
work 2.0 ? planned or not? need or not ? obsolete ?
thank you to tell us if the mod runs under 2.0 or if we must disable it and unsubscribe if it is obsolete (I prepare the mods)
NightFury Mar 22, 2018 @ 11:41am 
Is there an update coming for 2.0?
TMad Mar 16, 2018 @ 9:43am 
2.0 update?
ai.RΔvΞN Mar 13, 2018 @ 12:11am 
awesome ! micro jump outdated, the launcher says , will it work with anyway? thx for your mods!!
tsaieric2000 Mar 3, 2018 @ 5:03pm 
Is this still useable in 2.0?
kolokommouna Feb 25, 2018 @ 9:42am 
update?
Dessolos Dec 31, 2017 @ 3:01pm 
just discovered this mod haven't done a run with it yet just a quick test run i love tho i wish you could do the jumps when you aren't in combat as well
KingofLiTang-DingZhen Dec 26, 2017 @ 11:27am 
When I played with my friend, it appeared:SHIPDESIGNER_SAVEFAIL_WRONG_REQUIRED_COMPONENTS
I can not save my ship design,Please help me how to solve?
Ankain  [author] Dec 14, 2017 @ 9:18am 
Just updated for 1.9, apologies for the delay, I did not realise Stellaris had updated.
Lonosic Dec 14, 2017 @ 2:22am 
update pls
Kaiser0 Dec 12, 2017 @ 12:49am 
update plz
capitaine raynor Nov 5, 2017 @ 9:19am 
hello, bug module, 1M 2S, but 2S not, 1S, other S slot, we can not put anything
Exende Jul 24, 2017 @ 1:52pm 
just a heads up, the microjump weapons thing is still not fixed, no biggie cuz I changed it on my end already but just though I'd like you know. Also, I find the thing to be one of the first thing that goes down in any battle, lol
Zwerchfell Jul 22, 2017 @ 2:33am 
Sorry my mistake, you can see the butons only in the fight. Upps. Could not you install a timer which shows how long the Cooldouwn still goes?
Ankain  [author] Jul 21, 2017 @ 6:53pm 
@1993422799 @Exende @Zwerchfell Do you have the micro-jump ships built and within the same fleet? The button only shows up in combat.
Zwerchfell Jul 13, 2017 @ 4:33pm 
"The buttons never show up for me to" Only run the Mod but no buttons !!!??
Exende Jun 30, 2017 @ 8:30am 
The buttons never show up for me, I'm using the 1080p UI and the tiny outliners mods, is there a conflict somewhere?
1993422799 Jun 21, 2017 @ 6:40am 
I don't know why but I can't see the button after I join in the combat when the button of "Spear of Cassius" is correct.
Ankain  [author] Jun 20, 2017 @ 8:34am 
@Soulbinder Ooh crap, I'll need to check that but yeah sounds like a bug. Thank you for the report!
Soulbinder Jun 19, 2017 @ 2:31pm 
I found small bug: In the section template for your jump ship you have two component slots named "SMALL_GUN_01". That disallows to put a weapon in the second small weapon slot. If you rename the second component "SMALL_GUN_02" it should be fine.

Its a great mod, with genius innovation! Kudos to you sir!
Ankain  [author] Jun 17, 2017 @ 4:46am 
@Mr. Catface You do not need to revert the mod since this is compatible with both 1.6 and 1.7. Just ignore the version warnings for now.
Mr.CatFace Jun 16, 2017 @ 8:11am 
Is there a way to revert the versions so they work for 1.6.2 because of the shift this morning?
Ankain  [author] May 22, 2017 @ 2:35am 
@alex No, none of my mods touch how AIs react to Unbidden (I don't believe we have too much control over that), though they are usually very aggressive against any crises that cross into their borders.

@VoynichArchitect Hmm, that sounds like a bug with the designer itself, will have to test.
VoynichArchitect May 20, 2017 @ 5:52pm 
Um for whatever reason I am able make a ship design for the micro jump ship, switch to something else, come back and have one of the three weapons slot appear empty, but nothing can be added there.
Further testing shows I can add infinite weapons to it (as power permits) using the auto complete ship button. My 13dps ship became 32dps (ran out of power) after I did this a few times.
alex May 8, 2017 @ 10:26am 
Ok, makes sense, thank you! An unrelate question: Your mod doesn't fix the vanilla AI's reaction to the Unbidden (as in, there is no reaction, they don't attack them), right?
Ankain  [author] May 7, 2017 @ 12:34am 
Originally this was created as more of a proof of concept mod - that I could create a system allowing players to target specific points in space (that mods would otherwise have no access to). I took what I learned here to create the "Spear of Cassius" doomsday weapon in the main ISB mod.

I still feel that micro-jumps have their use. In particular, with the introduction of XL weapons, it allows you to jump your larger (cruisers/battleships) cap ships into the enemy fleet and out of the XL weapon firing arcs. It also allows you to build fleets with purely close ranged weapons without too much of a penalty.

Jumping out of combat was not added to ensure that I modify as little of the UI files as possible (mainly to retain compatibility with UI overhaul 1080). This might change as I play around a little more with the various mod changes in 1.5 (but still highly unlikely).
alex May 5, 2017 @ 7:33am 
Dumb question, but what's the point of micro jumping during combat? Sure, it gets smaller vessels into range, but is that why you developed it? I feel like I'm missing something.

Have you considered letting us jump into combat?
Ankain  [author] May 2, 2017 @ 12:32am 
@Deon @Horny Rooster Thank you both for the support!
Horny Rooster Apr 22, 2017 @ 2:32am 
Agreed, thanks for all the hard work and never apologize for modding. You are doing a service to the community, and should never feel obligated. Remember, we want modding to be fun for you, never a chore.
Deon ☣ Apr 16, 2017 @ 6:43am 
There is no need to apologize, you do not owe us anything. If anything, it's us who owe you a big thanks for sharing great mods :).
Ankain  [author] Apr 16, 2017 @ 6:34am 
Updated for 1.5.1 compatibility. Apologies for taking so long, got a little caught up with playing. On a side note, jumping now removes your fleet from combat.
Ankain  [author] Apr 15, 2017 @ 8:09pm 
@Murphy Turis Apologise for the wait. I will have an update out by today.
Murphy Turis Apr 14, 2017 @ 7:54am 
Hey Ankain! Any Idea, when this mod will be playable again?
Deon ☣ Apr 9, 2017 @ 4:52pm 
Could you buy Stellaris and not bug mod author with silly requests? :)
AnarchistWizard Apr 8, 2017 @ 12:41pm 
Could you upload your Improved space battles series mods on nonsteam site ?
Ankain  [author] Apr 8, 2017 @ 9:54am 
Yes definitely, but it will be a little slower while I'm working on making the main mods fully compatible.
Bismarck Apr 8, 2017 @ 8:02am 
Will this be updated for Banks? I LOVE the mod! It makes combat so much more fluid. Amazing work.
facciola007 Mar 4, 2017 @ 9:17am 
Can you add this ship to the federation?
Ankain  [author] Feb 25, 2017 @ 1:47am 
It should work without pausing the game, the mod actually requires you to unpause the game (if it is paused) to get it to work.