Stellaris
Amazing Space Battles
3.383 comentarios
MartianLeo 18 NOV a las 4:45 
is this compatible with
Extra Ship Components NEXT?
batatafritada 16 NOV a las 15:53 
society ethics prevents me from throwing hands with the dude below me
hexosecurity319 13 NOV a las 5:37 
Cool animations... but it's just that. Animations.
It really doesn't add nothing interesting to the game.

Cool stuff though.
Noble 11 NOV a las 22:42 
is this ever getting updated :steamsad:
lynx 9 NOV a las 10:35 
strike craft seem to form a pilar when fighting 1 shotting ships
perl 7 NOV a las 15:19 
After the autocannon bug is fixed, this mod will be perfect :)
Zeiram 7 NOV a las 2:28 
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 a las 10:27 
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 a las 7:37 
@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 a las 13:29 
OHHHH MY PCCCCCCCCCCC-----
OKAWARI 30 OCT a las 10:05 
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.“
†MLS† KIRINAS ';,†,;' ;,,; 25 OCT a las 15:34 
It seems all "solutions" for strikecrafts didnt apply.
Since forever. They still not working .
Gaming With Dad 25 OCT a las 15:29 
I tried it, not for me. It seemed I was missing constantly with my ships.
No.4 Type A 25 OCT a las 9:05 
I can't play the game without this mod working correctly :(
Fifa 23 OCT a las 2:49 
for anyone wondering how to solve artillery swarm issue, when corvettes just charge into an enemy, use BSB mod
Rusty 21 OCT a las 10:01 
@timou yes it is normal, if you dont like it you can instal : abs addon shorter battles
Timou 21 OCT a las 0:46 
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 a las 9:37 
i just realised, that autocannons dont shoot at all
Fifa 20 OCT a las 9:22 
hello, i dont see autocannon projectiles at all
Lessthansane 19 OCT a las 9:26 
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 a las 12:26 
best mod
GhostInPajamas 15 OCT a las 9:56 
Also experiencing the autocannon bug. Projectiles look like yellow rectangles than spin around
Tajo EL Yayo 14 OCT a las 5:02 
AUTOCANNONS still bugged. pls fix, best mod in steam
Mr. Caids 13 OCT a las 7:25 
is it normal for the corvets you spawn with at start to have an attack power of 3? Is that what makes the battles last longer, debuff the guns?
Live-Vitaliy 9 OCT a las 7:36 
will this mod decrease ships sublight speed to achive a longer battle time?i found sometimes my ship become so slow that cant catch up AI ship and then killed by their long range weapons will mines cant even fire.
Leonmitchelli 7 OCT a las 13:21 
With this mod biological maulers stop attacking with mandibles and just fly around enemies and do nothing. No weapon damage registered at all in logs. If you give long range secondary weapon - they keep shooting with it and still don't use main weapon. Changing computer behavior don't fix this. Even at simpliest computer - maulers just stand still at exactly distance their mandibles can't reach target.
cafiola 1 OCT a las 17:15 
Hey Chickenhunt, yeah im positive i had screen freezes with ASB by year 2300 during AI battles, i disabled all mods and tried one by one. When i turned off ASB the problem ended.
And yeah, performace is ♥♥♥♥ right now but im not having more freezes.
i really hope u can update, right now im scratching the epic space battle itch with Sins2 but i miss Stellaris.
Raidboss_L 30 SEP a las 19:59 
Hey @Chickenhunt i always really enjoyed your mod! Now that i did my own mod ( Compact Armadas (Better performance! ), i had to do something for compatibilty as i looked threw your mod. I did create an addon thatfor ( fix ASB to use with Compact Armadas ). That grants full compatibility while aswell adressing things i found not overly correct with current vanilla files. (like autocannons missing a texture location and missing parts for bio ships)

I hope thats okay for you i did set this up? :) And if you like, i can tell you exactly which parts i found were not matching with vanilla files to update your mod?
Astralith 29 SEP a las 15:30 
auto cannons are still bugged. would love to see a fix at some point.
Feenrirr 29 SEP a las 4:15 
I dont see the tail effect of the ships :(
Yuuki 29 SEP a las 3:39 
When will the autocannon issue be fixed? I really like this weapon.
Vulture 28 SEP a las 8:27 
Is autocannon visual bugged? - I do not the see the projectiles but casing shooting around
Garlic Bread 28 SEP a las 7:55 
Is it normal that with the mod active, ships do not maneuver? For example, cruisers with artillery computers just keep moving forward instead of maintaining maximum weapon range. I checked the same battle with and without mod and in vanilla they manouver just fine
SEZER 28 SEP a las 7:08 
just noticed: very strange thing happens...

whenever i install this mod it appears in game client untill i start the game. the moment i turn it off and on again the mod dissapers from mod list, but steam shows it is subscribed
SEZER 28 SEP a las 7:03 
since it changes fleet movment and slows them down - does it also change how hit change is calculated?
Annam 28 SEP a las 5:41 
Is this Compatible with the Star wars: New Dawn?
Chickenhunt  [autor] 27 SEP a las 9:13 
@cafiola screen freezes? Yu sure its the mod? I heard vanilla performance is terrible atm (I have not played stellaris in a while)
NJ97 27 SEP a las 8:35 
@cafiola At least the ironman mode it's working well

I wish this version worked with achievements, i want to try it, it looks amazying.
cafiola 27 SEP a las 8:08 
is this mod dead? Currently is causing screen freezes and bioships are useless. As Invictus said, i hate vanilla battles too, they are so lame and over in 2 secs.
Hope this gate updated, this is one of the few mods i run.
Invictus 24 SEP a las 11:58 
This is the Only Mod I run right now, And the last update has made a lot of my AI's color borders black. Is this a game bug or this mod been updated for it?

Also, anyone know of a mod good mods or one that goes good with this? I just hate battles in Vanilla.
Red Coralian 22 SEP a las 17:46 
i meant asb
Red Coralian 22 SEP a las 17:44 
if this isnt updated then do vanilla particles still appear that dont have a corresponding bsb particle?
WilkuRs 21 SEP a las 2:01 
There are still long bc of that mod, but bc of long battle settings in realspace, ships and guardians spawning with 1 power.
Ps* U have 2 turn on and off guardian spawning after turning off long battles :3
DaViper 19 SEP a las 17:43 
That's a nice solution...that said, I prefer longer battles and am quite happy with BSB+ESC for "custom stuff" with ASBIronman supplying bling. :steamhappy:
WilkuRs 19 SEP a las 8:20 
i found solution @DaViper, turn off long battles in Realspace, and everything (not 1st fleet) change 2 normal numbers
Baron von Silberthal 19 SEP a las 4:34 
Thx for your hard work. This is the most essential stellaris mod for me. Would love to support, buy me a coffee only has card though...
DaViper 17 SEP a las 9:44 
@WiluRs @tudodmit420:

This mod + a few other mods that change fleet/weapons stuff are conflicting.

My own Realspace+BSB campaign was unplayable with ASB in the mix. My solution is simple:

Only ONE ship component mod per playset. I switched to ASBIronman, and all of my fleet size, corvette issues and inability to shoot asteroids problems went away. :steamhappy:

I am NOT saying ASB is the culprit, but in conjunction, it + others misbehave, badly.
WilkuRs 17 SEP a las 6:58 
Still ships have 3 power and negative dmg... why? im using realspace and extra ship components, doesnt work without both. why? ofc mod on top.
tudodmit420 16 SEP a las 10:17 
i see others have also mentioned this, but what's the deal with the fleet power bug? sometimes the fleet power is equal to the number of ships in the fleet (so if i have 25 corvettes, the fleet power will be 25) and sometimes that is not the case. are there any known incompatibilities which might result in such behavior?
Remulus 16 SEP a las 9:54 
Is it compatable with Legacy of the old Republci? Thank you for your time!