Stellaris
Amazing Space Battles
3 412 commentaires
perl 9 déc. à 8h56 
Something I just realized from the "longer battles" changes from ASB. It doubles the fleet power of every fleet, meaning your diplomatic weight from fleet power is also doubled. This hurts diplo / peaceful runs because fleet power is now 99% of your diplomatic weight in the Galactic Community.
Distrez 9 déc. à 5h42 
I get the 1 ship power and negative fire rate bug when using ship numbers rebalanced or Naval Capacity Reworked.

ASB feels essential, I wish stellaris devs would just make each ship more impactful instead of having double the number of ships :(
Blazingdevil 9 déc. à 3h15 
is there an eta on an update?
Noble 3 déc. à 9h44 
any idea when this might get updated?
perl 3 déc. à 9h06 
Thank you @Zeiram for the fix. Also all the new psionic weapons don't have ASB effects (like Zro Launchers, Psionic Bombers, and Psionic Disruptors)
Tengi 2 déc. à 10h32 
Hey man love the man been using it for some time. Just got a quick question. So i've noticed that a lot of the massive explosions (battleships for example) mostly happen when I lose a battleship, but I don't see it happen often against ai empires, do you know what could cause this? i'm guessing I have some incompatability on my end. Anyhow hope you have a good day and thanks for your time!
Zeiram 30 nov. à 21h07 
The problem with Autocannons is due to 2 things: missing texture definition(?) and scale value set too high on muzzle entities.

1. The line "gfx/models/combat_items/auto_cannon_diffuse.dds" not being added after texture = in the ap_ballistics text file results in not seeing autocannon rounds being fired.

2. Scale value for muzzle entities in the _ballistics_entities_ap.asset file is set to 4.0 and so for us it looks as if the autocannon round casings are being fired at ships. After testing lower values I found that 0.5 seems best as it properly shows casings being left behind ships and still retaining a little momentum rather than being "shot" far ahead.
Seven Seas 30 nov. à 17h09 
Love this mod. Thank you
Archailect 30 nov. à 2h16 
Recently I started getting a massive -117 ship nerf when using this with Real Space and the Ships in Scaling submod. Turned off longer battles. My corvettes had 3 power. Just a heads up.
Astralith 29 nov. à 6h15 
really nice to see the mod is still around. easily the best mod in stellaris. if you ever stop modding for this game, i really hope someone picks up your work.
Wahops 28 nov. à 16h56 
THis is A core mod for sure but I currently get a no range bug on weapons.
RedDeath 28 nov. à 9h09 
Truely a amazing mod but sadly causes a lot of dsyncs in multiplayer.
Anxiety 27 nov. à 14h12 
Man this mod made me buy the game, you are an artist... thank you so much for the amazing work i gave all the gifts i got, one thing, when ships approach to a starbase they slow down so much before their weapons got in range (i am only using laser).. so it takes around 10 second before they start to shoot.. it annoys me i wonder why
Noble 26 nov. à 17h41 
ive never had an issue with 1 damage ships or anything, i think its a mod conflict for certain people but i could be wrong.
Chickenhunt  [créateur] 26 nov. à 15h36 
@LordPhaedra Then the increase was probably caused by that stellaris update and the changes they made
LordPhaedra 26 nov. à 14h48 
It was really weird I had started a new save like a few days ago and everything was normal, had a normal battle, and then a few days into playing after 4.2 came out, my fleet power skyrocketed even though I only had 10 corvettes. And yeah this is the first time I’ve had this issue.

I have normal real space but I don’t have system scaling, and nothing I could think of that changed base ship values
Chickenhunt  [créateur] 26 nov. à 14h18 
@LordPhaedra Do you use any mods that change base system scaling or basic ship values?

Do you have this always, every game or only on specific shipsets or origins/government used?

Im just trying to pinpoint the potential origin of the issue here.
LordPhaedra 26 nov. à 14h02 
Really? I don't have system scale tho
Chickenhunt  [créateur] 26 nov. à 13h05 
The 1 damage per ship bug is always a conflict with "real space systems in scale" mod

but I shall take a look if its easy or possible to make compatible
LordPhaedra 26 nov. à 12h58 
Did the damage bug get fixed?
perl 26 nov. à 11h00 
I wish the new psionic components from Secrets of the Shroud (like shroud torpedos and strike craft) used ASB gfx
Chickenhunt  [créateur] 26 nov. à 8h31 
Hello everybody.

After some initial testing with Infernals DLC: The mod is WORKING.

Obviously just like before Infernals there are still some small bugs such as maulers and autocannon graphics not working correctly but I am working on fixing those atm.

idk when that is completed because of my limited free time (been this way the past 2 years) but its coming along right now.

thnx for your patience guys :)
Chickenhunt  [créateur] 25 nov. à 12h06 
@Cyber Yeah, I do know about those issues, I maintain a clear to-do list lol

Thank you for donating :)
Cyber 25 nov. à 11h03 
Great to see you'll be updating the mod, was concerned when you said "if" in an earlier comment just because there are def some other issues going on. Looking forward to it! My all time fav and must have mod :Gifting:
LordPhaedra 25 nov. à 9h54 
All good no rush
Chickenhunt  [créateur] 25 nov. à 9h51 
I am not at my home pc right now.

I will look at the Mod and DLC update tomorrow and see if there are more problems
LordPhaedra 25 nov. à 9h48 
Appears that this mod causes weapon components to say they do between 1 and 1 damage yet have an average damage of 1000, causing my fleet of 10 corvettes to have 46k fleet power
Yuuki 24 nov. à 19h30 
The autocannon texture issue has been around for a long time; please fix it, author.
Chickenhunt  [créateur] 24 nov. à 5h19 
Dont worry, if the mod stops working because of infernals dlc I will fix it.
DoTheCharlieKirk 23 nov. à 19h04 
This not being updated sucks, can't play stellaris without it.
MartianLeo 18 nov. à 4h45 
is this compatible with
Extra Ship Components NEXT?
batatafritada 16 nov. à 15h53 
society ethics prevents me from throwing hands with the dude below me
hexosecurity319 13 nov. à 5h37 
Cool animations... but it's just that. Animations.
It really doesn't add nothing interesting to the game.

Cool stuff though.
Noble 11 nov. à 22h42 
is this ever getting updated :steamsad:
lynx 9 nov. à 10h35 
strike craft seem to form a pilar when fighting 1 shotting ships
Zeiram 7 nov. à 2h28 
To resolve issues with Ancient Strikecraft not engaging: go into this mod's local folder > common > component_templates > open !_ASB_weapons_archaeotechnology > scroll to the bottom until you find ### Strikecraft > change speed, rotation speed and acceleration to the original values of 700, 0.8 and 1 respectively > save changes.

Also consider deleting alt_strike_craft_weapons if you want to restore clear green visuals for its weapons. Found under: gfx > projectiles.
zlygosc 6 nov. à 10h27 
Mod works really good together with Better Ship Behaviour. The only major problem I had was related to bio ships with ancients flighters (bio version). For some reason they did 0 damage to scavenger bot and other mini bosses.

Question to the author: Fleet movement during combat is slower, how does it effect maulers? I mean they should be fast and charge at enemies, but I have a felling that they just die at a long range doing nothing. Is it expected behaviour? Sorry, but default stellaris combat is a mess, so I maybe don't understand how it should work.
fubar 31 oct. à 7h37 
@OKAWARI I had the same issue! Tried rocket corvettes but they just fired their missiles and stayed where they are until my enemy swarmed them
Lance 30 oct. à 13h29 
OHHHH MY PCCCCCCCCCCC-----
OKAWARI 30 oct. à 10h05 
Hello author, I humbly wish to raise a question. Quoting: "More intelligent ship spacing and behaviour during battles (no more face hugging fleets).”While playing, I noticed that ships using the artillery computer still charge straight at the enemy and attack; only the carrier computer's settings are effective. Is this a bug I encountered? Thank you.“
It seems all "solutions" for strikecrafts didnt apply.
Since forever. They still not working .
Gaming With Dad 25 oct. à 15h29 
I tried it, not for me. It seemed I was missing constantly with my ships.
No.4 Type A 25 oct. à 9h05 
I can't play the game without this mod working correctly :(
Fifa 23 oct. à 2h49 
for anyone wondering how to solve artillery swarm issue, when corvettes just charge into an enemy, use BSB mod
Rusty 21 oct. à 10h01 
@timou yes it is normal, if you dont like it you can instal : abs addon shorter battles
Timou 21 oct. à 0h46 
Is it normal for a space battle to last more than 10 in-game years? And this is with ancient mining drones
Fifa 20 oct. à 9h37 
i just realised, that autocannons dont shoot at all
Fifa 20 oct. à 9h22 
hello, i dont see autocannon projectiles at all
Lessthansane 19 oct. à 9h26 
As a comment to potentially help with some mod troubleshooting, while this mod is enabled, all of my bioships have multiple stacked -54% fire rate modifiers, resulting in a fire rate below 0. All bioships have fleet power of 1 because of this.
Scanz 18 oct. à 12h26 
best mod