Stellaris

Stellaris

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Combat Tweaks & Custom Edits for Real Space
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1.175 MB
2022 年 7 月 8 日 下午 2:27
9 月 28 日 下午 2:11
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Combat Tweaks & Custom Edits for Real Space

描述
updated to 4.1.


A variety of edits I've compiled for my personal use. Includes rescaling of graphics for asb and a rework for combat, as well as a few other odds and ends.
If you just want the combat changes, try Rescaled Tactical Combat , or its light counterpart instead.

Enhances country borders to be thinner with more subdued colors.

Adds new Ships:
- Interdictor: a light variant of the Destroyer that focuses on point defense
- Light Cruiser: a light variant of the Cruiser, which has now been renamed to the heavy cruiser
- Battlecruiser: again, a light variant of the Battleship that utilizes the broadside and hanger sections to let the Battleship focus more on artillery and carrier roles

Ships come with modifiers to their weapon damage, hull points, armor, and shields that depends on ship size and class. The modifiers are as follows:

- Corvette/Interdictor: +150%
- Frigate/Destroyer/Light Cruiser: +200%
- Heavy Cruiser/Battlecruiser: +300%
- Battleship/Titan: +500%
- Juggernaught: +900%

Bio-ships have received similar buffs that depend on growth stage

Adds:
- 2 traits (large and small, with a focus on economic output vs economic efficiency).
- 1 AP.
- 8 tradition slots.
- 11 ascension perk slots and the tech to unlock them.
- Deleted sentry array as a buildable mega-structure to save performance.(can still be repaired)
- Various other minor changes.

Changes:
- rescaled particle effects from asb to realspace
- extended range of weapons in ships in scaling mod to 2/5 that of vanilla values.
- extended range of standard missiles to 60 (3/5 vanilla value)
- removed ship trails
- new ship sections that unlock via hull tech
- advanced ship sections that cost 2x as much as regular sections
- increased health of ships
- increased cost, upkeep and build time of ships
- increased disengagement for military ships (including transports)
- adjusted ai weights to focus more on larger ship classes as the game progresses
- set strike craft count to 12
- set strike craft launch time to 0.25
- set strike craft regen to 0.20
- set strike craft engagement range to 75
- naval capacity base set to 10
- fleet command limit base set to 20
- max naval capacity set to 2000
- naval capacity/fleet command limit from supremacy traditions set to 4
- anchorages naval capacity set to 0.5 (+0.5 from naval logistics office)
- soldier naval capacity set to 0.5 (+0.5 from ground defense planning tech, +0.5 from Esteemed Quartermaster)
- duelist naval capacity set to 0.5
- increased ship health from hull improvement technologies from +10% to +50%
- increased utility slots for ships
- increased disengagement for military ships
- increased bombardment damage
- various changes to ship combat ai in defines
- changes to ship behaviors
- decreased mia times
- camera enhancements for realspace
- increased particle counts
- increased emergency ftl time to engage to 60 days

Known Issues:
- Localisation.
- Missing and placeholder icons that were ripped from other mods. I intend to replace them eventually, but one of the traits uses an icon from Diagrapher's Trait Mod, by Kuyan-judith, the AP and one technology uses icons from One More Civic Slot mods by Groob, and other technologies use icons from UIOD sub mods by Orrie.

Compatibility:
- requires UIOD, ASB, and ships in scaling
- Compatibility patch available for Starnet.
- not Ironman/Achievement compatible
58 条留言
HungryEye  [作者] 8 月 12 日 下午 4:42 
The ship behaviors being wonky and ships leaving the combat zone is kind of a complicated issue that has no direct fix that I can find. I've tried to mitigate it as much as possible, however, and that was a mojor driving factor for me to increase the range of weapons to increase the size of the conflict zone, so even when that bug happens they're more likely to be able to still shoot at their target.
HungryEye  [作者] 8 月 12 日 下午 4:42 
So, for starters, SIS and ASB do a lot of the same things, including the slower space battles stuff, which includes lowering the fire rate of weapons. this puts the fire rate at around -150% when used together, which is where the fleet power of '1' comes from. My mod overwrites the static modifiers from both mods so neither is giving the extra ship health and fire rate starts at vanilla value. i also remove ASB's slower speed during battles to give you a chance at killing asteroids from events. between the naturally slow speeds of ships during battles using SIS and my mod's excessive health pools, battles take long enough.
DaViper 8 月 12 日 下午 1:20 
ty @HungryEye! Specifically in my case, ASB+BSB+RS+addons would stand off a corvette group OUT of the target range and just fire, maintaining that static range to the target.
An asteroid would win that fight. Heh.

With mixed fleets the same thing happened with different classes of ship, but some damage occurred with the ranged guns helping a bit.

Earlier (but apparently fixed) there was also the fleet power of '1'. Even if it should have been 10k. Heh.

By switching JUST ASB for the Ironman variant brought everything back to normal for me. Ships start flying in formation, dodging, weaving and closing to proper engagement ranges.

So, IMHO, if it isn't ASB specifically, it is the 'trigger' for the behavior. I use the Kurogane 2.0 + sections Shipset and yeah...it seems to be working fine.

I'm a relative noob to this game, so please take the info as I see it...I don't have clue one if the "math" is "mathing" properly...it LOOKS proper. :steamhappy:
HungryEye  [作者] 8 月 12 日 上午 10:45 
Thanks for letting me know. And yeah, all I really need from asb is gfx resources to avoid a ctd. Didn't feel right or fair for me to include those as at that point I'm just including asb in the mod when I both want people to know where the graphics are coming from as well as pointing them to support chickenhunt's work. I'll take a closer look later to see if there's anything I can fix or if I should change the requirements for the mod to the Ironman version. Was there anything specific you were having problems with? I know there's already several compatibility fixes I've made in this mod for the two so it doesn't surprise me at all that there's more.
DaViper 8 月 9 日 下午 8:53 
FYI: Having had to switch to ASB Ironman due to current problems with combat, it appears that this mod is still working. For whatever reason, ASB causes huge problems with combat when using Real Space.
HungryEye  [作者] 7 月 5 日 上午 8:17 
after weighing my options i think i'm going to go ahead and re-add the regen, there'll be an update shortly
DaViper 7 月 5 日 上午 6:52 
Heh. I'm an XCom:War of the Chosen vet (current campaign 562mods), and yeah, change notes are life. Gold from the heavens. Manna from...well, you get it. What surprised me about this modding community is how lax the change notes actually are, especially with the 4.0 release. HUGE changes, but...yeah. (Yeah, I'm a relative noob. Heh.) With FiLo being the 'deal' here (it isn't with War of the Chosen), you would think that more folks would use em'. :steamhappy:
HungryEye  [作者] 7 月 5 日 上午 5:39 
Lol I use to put change notes on everything I did then stopped due to laziness and I wasn't sure how many people actually read the things. The last one was a small price bump to ships,before that I was messing with strike craft. Still debating whether to re-add sc daily regen or not, the mod needs balance testing. I'll start doing patch notes again if I know it's being read
DaViper 7 月 4 日 下午 9:53 
Last bit and I'll shut it. Change NOTES for the changes, eh? :steamhappy:
DaViper 7 月 3 日 上午 5:19 
@HungryEye, the info is very much appreciated. And I will, as this mod interests me quite a bit.:steamhappy: