Stellaris

Stellaris

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Rescaled Tactical Combat
   
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Jul 17, 2022 @ 7:14pm
Jun 1 @ 11:50am
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Rescaled Tactical Combat

Description
Stand-alone combat module from combat tweaks and custom edits. Combat is smaller scale and slower paced, starbases are significantly more powerful, and each fight has a lot more riding on the line, as a single capital ship takes several years to build and multiple years of your country's industrial output. Mixed fleets are a lot more important to take objectives, ships will try to maintain unit cohesion, and battles generally feel a lot more tactical. Artillery takes on more of a siege roll, as starbases can be death traps if you get too close, but smaller weapons have higher fire rates leading to higher total dps, and larger weapons will have a harder time hitting anything. The fleet power Calculation has also been reduced by a factor of 20 in order to keep the AI from being suicidal with their war declarations and starbase assaults.

Big ships make big targets, and lots of ships make a lot of targets. Force Disparity plays a much larger role in fights, so if you can get away with using less ships for a specific task, you probably should. The deciding factor of fights will often come down to who can best balance kill potential with survivability in as little naval capacity as possible. How well exactly the AI handles this is... well, not great. But still playable and their fleets so far tend to balance out into better compositions throughout the mid-game due to the less than optimal fleets dying off. I may end up giving them some alloy production bonuses in the future to compensate for the increased upkeep they so willingly take on and to compensate for their lost ships, but I'm currently refraining from doing so until I have a better idea of what exactly is actually needed.

Combat:
- Reworked ship behaviors and targeting weights to make a little more sense and behave a little more tactically.
- Extra behaviors for ships now unlock by tech level.
- Reduced naval capacity and command limit.
- Reduced fleet power calculation scale to 0.15, from 0.25.
- Reduced military power exponent from 0.65 to 0.49
- Increased diplo weight from fleet power to 0.25, from 0.025.
- Reworked utility effects and prices.
- moved Dragon Armor to T7.
- moved Dark Matter Armor to T6. (Requires Expanded Megastructures and Technologies.)
- Various ship buffs.
- Changed fire rates to scale with slot size.
- Changed accuracy to scale with tech level.
- Reduced accuracy.
- Instant damage weapons deal 3x min damage and 2x max damage.
- Increased tracking for most weapons.
- Explosive weapons deal 5x damage.
- Flight speed, tracking, and evasion on explosive weapons now scale with tech level.
- New ship sections.
- Increased costs for ship sections.
- Added a base cost to standard ship classes equal to the cost of one additional section.
- Adjusted base cost for offspring ship classes to equal the cost of two ship sections.
- Increased upkeep for ships.
- Increased build times for ships.
- Increased bombardment damage.
- raised evasion cap to 95%, from 90%.
- Reduced turn rate for standard ship classes.
- Increased evasion for standard ship classes.
- Increased chance to disengage for standard ship classes.
- increased auxiliary slots for some ships.
- Emergency FTL cooldown set to 45 days, from 30.
- Force disparity base lowered to 10, from 20.
- Force disparity max effect raised to 10, from 5.
- Adjusted ai weights to focus more on larger ship classes as the game progresses.
- Reduced hull and armor regen values from components in order to cut back on the number of stalemates.

Compatibility:
- Requires Real Space, System Scale, and Ships in Scaling(Hard or Lite).
- Built in support for Expanded mod collection by Tovius.
- Built in support for More Events Mod .
- Compatibility patch available for Guilli's Ship components . (OUT OF DATE. I'm currently thinking about just turning this into a submod that includes everything from GSC, since that mod seems to be abandoned with expressed permission for people to use it by the author.)
- Compatibility patch available for Starnet AI .
- Not Ironman/Achievement compatible.
26 Comments
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.
Underhunden 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.
wayward 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?