Stellaris

Stellaris

OUTDATED NEW MOD IN DESCR Cinematic Space Battles Ranged
53 kommentarer
HyperEndless 22. okt. 2019 kl. 6:55 
If you revert the name and add "outdated" to the end that would be good. The automatic ordering will likely come back in a future update, and it looks bad as well.
Verx 5. sep. 2019 kl. 1:03 
is it normal that ships don't even try to enter in range for 1 of theyr weapons ? it happens alot vs static defense, i had a battle for a starbase lasting the whole war ( 10 years) because an enemy cruiser never entered the range of the starbase or it's weapons , staying there in battle .
HyperEndless 23. juni 2019 kl. 6:01 
I would like to point out shortly after my previous message I figured that Titans not obeying artillery engagement rules is a bug carried over from vanilla.
Chickenhunt  [ophavsmand] 23. juni 2019 kl. 2:17 
@HBPath The mod improves spacing and behavior. It also slows down ships when in battle according to size for better views. And it does allot of other things for a better cinematic battle experience. The difference is this mod keeps the behavior options for slightly less cinematic but more tactical battles.

Still, the best way to find out is to compare it with vannilla yourself :)
Glutman 22. juni 2019 kl. 23:44 
what exactly is the difference between this and vanilla? I thought your original base mod removes the ranged options, but this one adds them back? then whats the difference from vanilla?
Mr. Flibble 4. maj 2019 kl. 11:37 
@Chickenhunt, I've said this before, but I'll say it again. Really love all of your mods.

I have one question. Will you ever consider taking your mods and packaging them together in an all-in-one mod at some point in the future?

Either way, I enjoy them! Keep up the great work! :steamhappy:
HyperEndless 4. maj 2019 kl. 8:49 
The bug is gone, but while fighting for some reason my titans get into swam range which makes them immediately the target of short range weapons as well.
HyperEndless 4. maj 2019 kl. 7:10 
Glad to hear that, thanks. Since I play ironman it is not possible to test the fortress. I will report you if there are any problems in future battles.
Chickenhunt  [ophavsmand] 4. maj 2019 kl. 5:06 
@|-|e4.-t8.-0|<e|/| #Discipline Haha well some people had brought it up before so I was already working on a fix :)
|-|e4.-t8.-0|<e|/| 4. maj 2019 kl. 4:59 
@Chickenhunt
That was ridiculously fast dude. Holy fuck. ^^

The bug I reported no longer persists.
Thanks a lot! :)
Chickenhunt  [ophavsmand] 4. maj 2019 kl. 3:56 
@|-|e4.-t8.-0|<e|/| #Discipline @ViperCanel I have updated the mod and for me it worked. Would you be inclined to test the fix for me on your game? plz tell me if it does or doesn't work. (plz restart stellaris to update).
|-|e4.-t8.-0|<e|/| 4. maj 2019 kl. 3:20 
Concerning the last bugs reported I found the following problem only using this mod. Disabling it makes everything work fine again:

Any fleet that has a titan in it won't fight.
It doesn't matter on which side the titan is.
As soon as a fleet has a titan this fleet can't be attacked and can't attack itself. It seems to avoid the ranged trigger that would put fleets into the "battle state".

If I can provide any further information that would help fixing the problem please let me know.

I really enjoy this mod and would like to use it again as soon as possible. :)
HyperEndless 2. maj 2019 kl. 14:50 
I wanted to let you know I was able to fight the fortress after disabling the mod. I wish you luck.
Chickenhunt  [ophavsmand] 2. maj 2019 kl. 13:34 
@ViperCanel I will see if the problem truly is my mod or a vannilla bug. Either way I will try to come up with a fix if possible. Thanks :)
HyperEndless 2. maj 2019 kl. 12:59 
By the way the same bug happens in your non-ranged mod as well.
HyperEndless 2. maj 2019 kl. 12:58 
I encountered the bug too. Sent my 60k fleet to Enigmatic Fortress. Neither did anything to each other. Sending a few seperate ships trigger a fight, but the main fleet stays perched on the fortress. So the issue might be related to the fleet power or ship number.
The Grand Mugwump 28. apr. 2019 kl. 15:38 
I've run into the same issue in massive fleet battles spread out across an entire system where fleets which join the fight near the edge will continue circling around where they are after defeating nearby enemies instead of moving to where the rest of the fighting is happening.
Dogamusprime 25. apr. 2019 kl. 21:10 
I have the same issue as barbarian, and my fleets won't engage certain targets at all with this mod installed, specifically certain starbases and levaithans. Removing i fixes both problems. May be a mod conflict, so I'm not really sure. I have a lot of mods. All I know, is that disabling this mod fixes both problems.
Chickenhunt  [ophavsmand] 22. feb. 2019 kl. 6:11 
@Kataran Rühl Yes
zieh den rucksack aus 22. feb. 2019 kl. 5:37 
Is it compatible with your projectile mod?
BarbarianJoe21 21. jan. 2019 kl. 17:56 
An issue I've noticed is that in battles where there are multiple starbases, like in a maruader system or that one system with the crystalline asteriods that send out little drones or whatever, my fleets will end up just flying around in circles after destroying the first few targets, not bothering to try to attack the other ones.
N3V3RFORGOTT3N 23. dec. 2018 kl. 22:47 
does this mess up NSC 3.0?
Chickenhunt  [ophavsmand] 20. dec. 2018 kl. 5:39 
@BarbarianJoe21 The lower speed is integral to this mod because it makes the battles far more cinematic to watch. You could use this mod combined with my longer space battles mod wich buffs all hp percentages in order for battles to last longer, so your ships have the time to approach the stations (I use the extreme version).
BarbarianJoe21 17. dec. 2018 kl. 17:50 
I like the idea of this mod, but whenever I used it, it would cause my fleets to be next to useless against stations, because when they got in range they would slow down SIGNIFICANTLY, and just be picked off before they could even shoot back.
nbirkelbach 13. dec. 2018 kl. 12:21 
Is this mod working without problems with mods like more Ship Components or other Tech mods?
SmartCats 9. dec. 2018 kl. 1:25 
I have been guessing so. Thx
Chickenhunt  [ophavsmand] 9. dec. 2018 kl. 1:21 
@SmartCats no.
SmartCats 9. dec. 2018 kl. 0:26 
Does Cinematic Space Battles Ranged conflict with "UI Overhaul 1080p Plus + NSC2 Season 2 + NSC2 Addon: Extra Shipsets"?
Mc.turdle 8. dec. 2018 kl. 6:15 
Yes thank you so much for the quick update!
Chris 7. dec. 2018 kl. 12:22 
Thank you for your fix ... you are the best!
Chickenhunt  [ophavsmand] 7. dec. 2018 kl. 11:32 
Updated to v2.2.1

And the missing ship model bug + various other bugs fixed.
Saskia 7. dec. 2018 kl. 10:24 
I get the same problem: the ships look fine on the map, but they appear broken in the empire selection screen and in the ship designer, as well as being unable to build construction or scientific ships in the shipyard.
Chickenhunt  [ophavsmand] 7. dec. 2018 kl. 9:54 
@ch-goebel @JerreyRough I will try to fix that as soon as possible. With these big updates you never know what will break :)
Chris 7. dec. 2018 kl. 9:52 
I have the same problem as JerreyRough, no matter what version.
JerreyRough 7. dec. 2018 kl. 9:34 
Ahhh, it appears to interfere with the ship designer preview as well and prevents shipyards from building non-military ships as well.
JerreyRough 7. dec. 2018 kl. 9:04 
Hey! Thanks for the quick update.

It seems that this mod bugs out the ship preview image in the empire select page when starting a new game, appearing as a black square. The ships look fine in-game.
Mc.turdle 7. dec. 2018 kl. 7:27 
Thank you for the quick update!
Chickenhunt  [ophavsmand] 25. nov. 2018 kl. 23:49 
@TheLoneCenturion thanks :)
TheLoneCenturion 25. nov. 2018 kl. 15:39 
@Chickenhunt you have increased my enjoyment of this game by about 100%
Thank you
Chickenhunt  [ophavsmand] 11. nov. 2018 kl. 8:17 
@Mc.turdle thnx :)
Mc.turdle 11. nov. 2018 kl. 6:15 
this is fantastic!
Chickenhunt  [ophavsmand] 28. okt. 2018 kl. 13:31 
@Gentle Boy Ethesto No, it does not. The real space patch does tough, to match te rescale of real space.
Ethesto 28. okt. 2018 kl. 13:05 
This mod changes the ranges of weapons correct?
Scorvius Prime 27. okt. 2018 kl. 17:20 
@Chicken, Yea, it isn't your mod, or any actually, not that I could find. Ughh, duhh, I so soulda tried reinstalling first, thanks I didn't even think to try that plus i keep getting wierd crash reports, that may be th issue to, some corrupt file, it has been awhile since playing it. Thanks again and also great mod, keep up the good work and thanks for creating shit we need! haha:steamhappy:
Chickenhunt  [ophavsmand] 27. okt. 2018 kl. 10:32 
@Ś𐌂𐍈𐍂𐠨𐌆𐍈Ś™ Nope not this mod (I know because I play with my mods). Maybe your resolution settings are a bit weird? Have you tried reinstalling the game?
Scorvius Prime 25. okt. 2018 kl. 23:23 
I have a question, not sure it's really this mod but I may have to begin the long, tedious process of checking each mod then. Is this mod cause the quality of stellaris to look a bit fuzzy after u load it? Or do u think another mod is causing that fuzzy look? I just started back on stellaris and added alot of new mods, so not sure yet which is causing it but I figure is one of the few graphical ones. Let me know if u got a answer, if not I'll be trying to test which mod it is, ugh, lol. Also thanks alot for these mods & updating! :)
TortoTheConqueror 3. okt. 2018 kl. 10:06 
Cool.
Chickenhunt  [ophavsmand] 3. okt. 2018 kl. 9:22 
@Torto The Conqueror Yes.
TortoTheConqueror 3. okt. 2018 kl. 6:48 
Does this work with ship mods like Realistic Ships?
Chickenhunt  [ophavsmand] 1. okt. 2018 kl. 13:29 
@Mr. Flibble Np if you need any more help please ask :)