Stellaris

Stellaris

Combat Tweaks & Custom Edits for Real Space
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:
HungryEye  [作者] 7 月 3 日 上午 5:15 
Well this mod doesn't touch civics and ethics so you should be clear to load those above this one. Hope it works at least, if you have any trouble let me know, so long as it's an up to date mod I might be able to write up a comp patch for you.
DaViper 7 月 2 日 下午 8:09 
Yeah...Civics and ethics primarily, but two other mods that live in 'tandem'. These have to be placed 'above' UIOD (a patch follows the UIOD based mods to make sure it works within that framework.
If I load that stuff after (lower in the order) your mod, then it has to be ABOVE UIOD...see the problem?

If I'm using the big civics stuff, then this will either overwrite that, or be overwritten. (Which will cause havoc with save games.)

meh. This FiLo method of modding is stupid as dirt. (cries for my nicely behaving Xcom modding scene.) :steamhappy:
HungryEye  [作者] 7 月 2 日 上午 5:31 
If you have any mods that alter the number of traditions and ascension perks, load those after this one, otherwise it can be anywhere after all of the required mods
HungryEye  [作者] 7 月 2 日 上午 4:01 
After, I put mine at the bottom
DaViper 7 月 1 日 下午 10:47 
No problem. Last bit...load order? as in before or after the mods you list as 'required'.
HungryEye  [作者] 7 月 1 日 下午 9:08 
Sorry for the delay, it should be save game compatible, barring there may be issues with some ship designs transferring properly and you may have to delete some ships. From what I've seen the ai handles it just fine though.
DaViper 6 月 29 日 下午 9:40 
I'm currently runniing with a UIOD+ASB+RS/S-S) campaign. Is this save game safe, or does it require a new campaign?
nutbuster 2 月 22 日 下午 6:08 
Haven't had any crashes.:steamthumbsup:
HungryEye  [作者] 2 月 1 日 下午 12:40 
ok i just got rid of some legacy ui edits in a patch that's up now. the changes were from back when i was trying to implement "commanders" as a minor leader taking up an envoy slot that could work as both generals and admirals, before paradox changed them to do exactly that anyways. it's a stretch but it might fix the issue, might not. i'll see if i can find anything else that could be cleaned up.
nutbuster 2 月 1 日 上午 11:50 
My games crash around 2340-2400 with this mod. But I have gigas and its real space patch so I will keep testing. I like the vision.
HungryEye  [作者] 2 月 1 日 上午 11:16 
I posted a fix related to empires becoming the crisis that might have resulted in a potential crash, you can try it out if you want, but otherwise still looking for problems. trying to get another game to crash on me currently.
Suny 1 月 31 日 上午 6:51 
Hey! did you manage to find any fix for the problem crash problem?
HungryEye  [作者] 1 月 27 日 上午 7:09 
I will say I've played with the idea of updating/integrating my own version of the old realistic ships mod, and already have some of my own dreadnought designs I've played around with. I've been hesitant to do so for two reasons. One is time constraints combined with my love of playing stellaris instead of just modding it all the time, the other is I approached this mod and it's sister mod rtc with a "less is more" approach. If I can make you be able to do more with the ship classes you have, and not have too many classes all trying to do variations of the same thing as the vanilla classes, that is more desirable to me. Still tossing the idea around as rs was one of my favorite mods back in the day, and I know nsc has always been one of the most popular mods, so maybe a comp patch for that one would be a better compromise anyways. Still unsure tho.
Roland 1 月 26 日 下午 7:14 
Not NSC compatible though, that is regrettable, as this looks spiff.
Suny 1 月 24 日 上午 1:13 
thanks! I wont have time to play stellaris for some weeks now so i can wait :D
HungryEye  [作者] 1 月 23 日 下午 6:37 
couldn't get a fix for it tonight, tho i did get the game to crash with your mod list, I'll let you know here if i find anything but don't hold your breath or anything in the meantime.
HungryEye  [作者] 1 月 23 日 上午 6:31 
Thanks again. Tonight when I get off work I'll see if I can find the problems and hopefully whip up a comp patch for ya
Suny 1 月 23 日 上午 6:12 
In another crash log the line was:
19:41:37][component.cpp:499]: None of the components in the component set power_core had a positive AI weight for country Mining Drone Expansion Initiative and ship design Temp Defense Fortress
[19:41:37][country.cpp:10937]: invalid component template for ship design "Temp Defense Fortress" on set "Power Core"
This was before i disabled the defense fortress mod (I got the previous log after this).
I'm running these mods:
-ASB
-At War: advanced ship sections, defense platform longevity, planetary cannons, starbase improvements, carrier improvements
-Bug Fixes 3.14
-More Events Mod
-Real Space (every submod including system scale and ships in scaling)
-Great Khan Expanded
-Under Siege
-Defense Fortress
HungryEye  [作者] 1 月 22 日 下午 3:18 
out of curiosity, what or how many other mods are you running with this one? i suspect it to be a compatibility error with whatever "temp Paradox Titan" ship design is
HungryEye  [作者] 1 月 22 日 下午 3:09 
i'll look into it rn, thank you
Suny 1 月 22 日 上午 11:01 
Hello! For some reason this mod crashes my game at a fix point
the crash report says:
[19:52:04][component.cpp:484]: Country Mining Drone Expansion Initiative cannot build any component in the component set combat_computers for design Temp Paradox Titan
[19:52:04][country.cpp:10937]: invalid component template for ship design "Temp Paradox Titan" on set "Combat Computers"
Do you know how to fix this?
HungryEye  [作者] 1 月 5 日 下午 3:11 
not particularly, i haven't messed with acot myself so it would probably need a compatibility patch. to be clear what specifically won't be compatible is that any ship components, especially weapons and armor, or potentially any ship classes it might add will probably be significantly weaker then the vanilla modules and ships this mod edits. while i can't take a look at it right now, i'll go through acot's files later and see how difficult a comp patch would be.
Endless Void 1 月 5 日 下午 1:06 
is it compatible to ACOT?
BingoMan 2024 年 12 月 31 日 下午 2:05 
None of the cosmogenesis ships are able to be made because there is something wrong the combat computer sets
HungryEye  [作者] 2022 年 7 月 26 日 下午 5:08 
good to know, thanks. I'll knock it down a couple pegs yet tonight
hellm100 2022 年 7 月 26 日 下午 5:04 
Yes, regeneration needs to be nerfed) Even without advanced modules, regen is too strong.
hellm100 2022 年 7 月 26 日 下午 4:49 
As soon as I have time, I will play a full-fledged company, it will be clearly more indicative and will reveal errors. I'll see how the AI ​​forms the fleets, I have a suspicion that it will try to use mostly battleships to the detriment of other ships, but maybe this is for the better. The main thing is that the stations have been fixed) Thank you)
HungryEye  [作者] 2022 年 7 月 26 日 下午 4:37 
Yeah, i may have to nerf the values again... I didn't want to be too hard on it the first pass and i would have liked the difference between modules to be large enough to register in the tooltip, but i'll take another look at it.
hellm100 2022 年 7 月 26 日 下午 4:28 
Yes, I had to reload the mod, but it worked. Now I'm testing the fights)
Together with - GSC, it is true that the ships become almost invulnerable in an equal battle, but this is due to the advanced recovery plating modules. I'll try turning it off and playing without it.
HungryEye  [作者] 2022 年 7 月 26 日 下午 3:50 
@hellm100 I just pushed an update that should resolve the issue, let me know if it works.
hellm100 2022 年 7 月 26 日 下午 2:58 
In general, I like that the ships are no longer consumables, and then you just need to play and it will be clear how it works) But first you need to solve the problem with the stations. It’s even interesting from what it arose, it’s a pity I don’t understand the structure of mods well and I can’t tell.
hellm100 2022 年 7 月 26 日 下午 2:56 
Unfortunately, I don't think well in terms of balance. But as I understand tactics, cruisers should be the main striking force, while battleships, this is the backbone of the fleet, are very powerful, strong and very expensive. The goal is to cover destroyers, battleships from attack aircraft and missiles, and I mainly use corvettes as torpedo bombers. Titans, on the other hand, are superdreadnoughts, like Yamato, the ultimate power. But it's all obvious. The main thing is that each capital ship should be felt as a great value, but also have weaknesses, for example, without cover, a battleship or titanium should be vulnerable to aircraft carriers, and therefore the role of destroyers as cover ships should be obvious. In general, I think this is how it works. Another thing is how the bot will behave. Unfortunately, in a game against AI, tactics are unlikely to work, and you will have to collect ultimate stacks.
HungryEye  [作者] 2022 年 7 月 26 日 上午 8:51 
If for example you stack 5 +5 cth mods on a titan, you would double the calculated average damage of the perdition beam, which would show up in its final fleet power Calc but will remain invisible on all of its stat sheets
HungryEye  [作者] 2022 年 7 月 26 日 上午 8:41 
I feel I should also point out quick that the average damage values for weapons and ships takes into account missed shots from the reduced accuracy of weapons, which is why it looks significantly lower than it should, but you can largely make up for it by stacking chance to hit modifiers with auxiliary omponents
HungryEye  [作者] 2022 年 7 月 26 日 上午 6:33 
Aside from the economics of it, was there anything in particular that you'd feel would make battleships more worth bringing? I've intended them as luxury items that excel at long range fire support and Starbase siege so not sure how much room there is to work within that, but if there's anything small you'd like them to have, please let me know
HungryEye  [作者] 2022 年 7 月 26 日 上午 6:07 
Thanks for letting me know, I'll look into it tonight, see if I can resolve it
hellm100 2022 年 7 月 26 日 上午 12:13 
Hmm, strange, specially launched exclusively with mandatory mods, and also a square instead of a citadel. Apparently the error is still in the mod itself, or one of the mandatory mods has been updated and somehow affected.
hellm100 2022 年 7 月 25 日 下午 11:05 
Bots behave clearly better than in similar mods. At least with startech, everyone has strong fleets that still need to be caught up) I haven’t seen wars yet, they are actively fighting without a mod, I need to check how it will be with the mod. Will the force calculation algorithms work? But first, I need to understand the critical error at the stations, when the model disappears when upgrading to the citadel, and instead of it is a square. Most likely a conflict with something.
And so I really like both the improved sections and the prices for the ships. In battle, you worry about every cruiser, it’s not even worth talking about battleships.
HungryEye  [作者] 2022 年 7 月 10 日 上午 11:26 
Just pushed an update to address some of the ai problems with building too many small ships, causing them to tank their alloy production, not have enough larger ships to pull their weight in fights, and giving their opponents massive force disparity bonuses. I doubt it's a comprehensive fix, but i'll look into what more can be done about it.
hellm100 2022 年 7 月 10 日 上午 7:42 
Excellent)