Stellaris

Stellaris

Real Space - Ships in Scaling
Ship Ranges and Combat computers
It seems like this mod breaks combat computers, and also makes it so basically everything is a close range brawler. Any thoughts?
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Showing 1-5 of 5 comments
I'm also having this problem.
Athen96 May 31 @ 1:10pm 
Yeah range on all weapons is bugged so ship combat with range builds is completely useless.
Nikal Jun 9 @ 5:49am 
Funnily, I had this problem while using Better Ship Behaviours (with the Ship in Scaling patch). I did some testing, and thus far I believe it happens because of the Acceleration. As in, the ships gain speed while moving towards the enemy, but can't always break in time once the engagement begins, ultimately drifting into close range.

This is only speculation for now though. It'd be great if others could test the hypothesis.
Szybs Jul 19 @ 3:07pm 
hi, if any one have the problem with ships not engaging the unarmed stations etc is because the ranges for weapons are too small in Ships Scaling Mod.

I guess the issue is because it's because the ships battlecomputers are positioning the fleet outside it's weapons longest ranges (fleet engagement radius is set to 20, and missiles have range of 18, so that's the case at the early stage of game)

I have manually adjusted all ranges by 50% up in weapons_components.csv file and now I don't have the problem with ships not attacking
Has anybody tinkered around with the values of
SHIP_SUBLIGHT_SPEED_MULT & MISSILE_SUBLIGHT_SPEED_MULT
in the systemscale_defines.txt in order to prevent arti comp ships sliding into close range?

edit: I already halfed the general speed multiplier which seems to work fine with lower tech trusters at least
Last edited by AcesHigh82; Jul 23 @ 5:18am
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