Stellaris

Stellaris

Rescaled Tactical Combat
54 条留言
HungryEye  [作者] 10 月 2 日 下午 4:31 
@Mineskum thank you for pointing that out for me, when i get back into modding this i'll be sure to look into it, but i'm afraid it won't be right away as i had hoped for a few weeks ago
HungryEye  [作者] 10 月 2 日 下午 4:29 
@Mr. Flibble This version has no affect on any visual or mechanical aspects of space battles to keep it more minimalist and more mod-friendly. the thumbnail picture was taken from back when this mod was designed as a realspace add-on, which i've thought might be confusing to some who are looking close at it, but i haven't been bothered to replace it yet
Mineskum 10 月 1 日 下午 12:57 
Could we have the changes applied to nanite ships from the machine nanotech ascension?
Mr. Flibble 9 月 29 日 上午 5:59 
So I just wanted to give a quick update to my question below.

I went ahead and downloaded this and gave a try with the SotP ship set mod included.
Every ship worked on it's own. So looks like your coding and their coding work together.

This is awesome! As I really loved the idea behind what you're aiming for with your mod here.

Longer and smaller more tactical battles, rather than just big globs of ships.

I just have one question left as I haven't tested. With your changes here, does it also affect things like, Ship spacing and how the battles look while in fights?

Kind of like how the mod ASB does? As I noticed you have a version of your mod with changes to run smooth with it.

Thanks
Mr. Flibble 9 月 29 日 上午 5:25 
Just a quick question.
Does this mod play nice with modded ship sets out there?
Example. Like the really cool Halo ship set.
Sins of the Prophets. They add new ship classes into their set.
And looking over the name your added ships, I want to say I think they are in the ship set mod.

I've been looking for a mod that adds more ship types, but just not as heavy modded like NC3 is
As they add too many weapon slots.

But it's hard finding anything due to how mods work toether that also will include new modded ship sets.

Thanks for taking the time to read my post and answer.
HungryEye  [作者] 9 月 28 日 下午 2:15 
updated, let me know if you run into any issues
apx1701 9 月 28 日 上午 12:17 
update to the new patch?
HungryEye  [作者] 9 月 20 日 上午 8:20 
Hell yeah, haven't been this excited for a dlc since overlord
apx1701 9 月 20 日 上午 3:22 
Ready for new DLC?
HungryEye  [作者] 9 月 19 日 下午 3:14 
Thank you!
HiddenPrior 9 月 16 日 下午 9:56 
Really love this mod! Well done!
HungryEye  [作者] 9 月 13 日 上午 6:24 
Okay, i'll start working on it soon
apx1701 9 月 12 日 上午 10:07 
A patch would be useful for playing together with Extra Ship Components NEXT.
HungryEye  [作者] 9 月 7 日 上午 7:26 
Off-hand, without looking at it, yes, it should be, so long as it doesn't overwrite the starbase modules, specifically the anchorages. As long as it just messes with starbases and their levels it should be fine
apx1701 9 月 7 日 上午 12:17 
Do you think your mod will be compatible with Starbase Extended 3.0?
HungryEye  [作者] 5 月 22 日 上午 6:49 
This mod use to require realspace system scale and Ships in Scaling, but all the mod dependencies should be gone now. I don't know what could be making your game crash but I'll look it over later when I have a moment
loqque 5 月 21 日 下午 4:17 
somehow this is crashing my modded game on 5th day of the start. trying to figure out - is there any other mod required for this to run?
HungryEye  [作者] 5 月 14 日 下午 2:55 
sure thing!
RogalDorn 5 月 14 日 下午 2:35 
yup everything's working fine now thanks!
HungryEye  [作者] 5 月 14 日 下午 2:08 
and thank you, that means a lot
HungryEye  [作者] 5 月 14 日 下午 2:07 
should be patched now, i'm aiming to remove the mod requirements now that i scaled back the scope of what this mod does.
RogalDorn 5 月 14 日 下午 2:06 
thanks love the edits otherwise this mod is extremely under rated
HungryEye  [作者] 5 月 14 日 下午 2:01 
thank you, the answer is yes that's to go with the other mods, kinda overlooked that part when i was updating. i'll change that back to vanilla speeds.
RogalDorn 5 月 14 日 下午 1:58 
is it supposed to make all the ships super slow? or do I need to subscribe to the other mods as well
HungryEye  [作者] 4 月 2 日 下午 3:33 
yes
Struzhka 3 月 30 日 下午 11:57 
Is it still works for the 3.14?
HungryEye  [作者] 1 月 27 日 上午 6:47 
Yeah, I've considered it, but would want to make sure I have the time commitment to do it in the first place at least, updating usually is more manageable but can be more hair splitting. Thanks for the input!
Roland 1 月 26 日 下午 7:16 
You should take over Giullis's stuff, if it is defunct, those were nice mods. This looks really good and comprehensive and like some thought was leveraged into it. I wish it was NSC3 compatible.
jowe01 2023 年 12 月 24 日 上午 12:16 
Thanks for the answer, HungryEye. take your time, but when it is done, I will be very glad to have this in my essential mod list again.
HungryEye  [作者] 2023 年 12 月 16 日 上午 8:02 
I'm actually not entirely sure atm. Some things came up over the past several months to where this hasn't been a priority for me. When I get some time to come back and work on it I will, but can't say for sure when that will be rn.
jowe01 2023 年 11 月 24 日 上午 3:13 
Is this still working as intended as of 3.10 ?
HungryEye  [作者] 2023 年 6 月 30 日 上午 11:35 
Sorry it took so long to get back to you on this. I've removed the torpedoes 1 tech requirement to make it unlock with the hull improvent tech only since that one unlocks the m1s1 section, and seems to fit better for what this mod does then using the torpedoes tech.
Argonaut 2023 年 6 月 27 日 上午 5:56 
Is the "Improved Corvette Hulls" tech supposed to give Frigates? Because it says so in the text but it doesn't give me a frigate to design. I'm running this mod together with some Real Space mods and also a "No AI habitats" mod.
HungryEye  [作者] 2023 年 6 月 16 日 下午 1:38 
I'll take note and try some balance testing with those ideas after i finish a pass on component cost and balance (once i finally get around to starting it at least). i have quite a few side projects that i never release unless i can get them sorted to where i'm happy with it to some degree and feel it's appropriate, so no promises if any overhauls to the base functions of how the weapon types and defenses interact/differ from each other will ever make it to production, either in this mod or a seperate one. Appreciate the input none the less, thank you.
Wayward 2023 年 6 月 16 日 上午 1:10 
What absolutely stunning timing. I was looking for something to overhaul the combat to make my whole game experience much more realistic. I'm going to make the changes myself in a private mod, but if you're willing to take some suggestions, I'm going to change the balance between kinetics and lasers to give them very distinct roles. In my opinion, kinetics should deal massive damage to bypass shields (100% ignore seems a bit much) but be limited due to range, tracking, and accuracy, and stopped by armor. Lasers will be much, much longer ranger, lower damage, countered by shields, and highly accurate. I think overall each would then have a solid use case for fighting at a few intuitive ranges against shielded or armored enemies.
HungryEye  [作者] 2022 年 12 月 12 日 下午 10:28 
As far as updating this mod and my other mods goes, i've been away from it for a while now, and been having a hard time getting time together to work on it. But I will be coming back to it eventually and comb through the whole thing, as a lot of it's going to need to be rebuilt or scrapped to accommodate the new combat system.
HungryEye  [作者] 2022 年 12 月 12 日 下午 10:21 
only with vanilla, unfortunately. it would need a patch editing the custom files ship_sizes to have comparable stats to the balance in this mod, as well as ai build weights. it technically should work, but any ship classes added by those mods wouldn't have the boosted stats, as well as any weapon and utility modules they might add being off balance.
abel1717 2022 年 12 月 11 日 下午 2:12 
Is this compatible with any Star Wars mods or only with vanilla ships?
EldestDragon 2022 年 11 月 26 日 下午 10:29 
Ah, that is what I was beginning to believe. Thanks for the clarification, as well as the fun mod!
HungryEye  [作者] 2022 年 11 月 26 日 下午 5:10 
it's i glitch, in a manner of speaking. the problem is that the tool tip only displays to the 0.0's, for the mod's balance i have it set to 0.075% daily hull regen, so it just doesn't display correctly
EldestDragon 2022 年 11 月 21 日 下午 1:32 
Living Hull tissues bonuses are currently 0.0% in my game. Is this just a graphical glitch or would you guess that it is an incompatibility with another mod?
HungryEye  [作者] 2022 年 9 月 21 日 下午 8:27 
quick update: just pushed a fix for the animation bug from real space. let me know if you run into any other graphical bugs that may arise from this, but i think it should be in the clear. once annatar updates real space to the current game version i'll revert the changes.
HungryEye  [作者] 2022 年 9 月 21 日 下午 3:49 
thanks for the input, the toxoid texture bug seemed to be on real space's side, which i didn't find last night, but was gonna wait for them to update to either resolve it on their end or help narrow it down. with that said, i may just start digging to find what's causing it to see if i can patch it either as a sub-mod or integrated with this one. with regards to the ai loop, that is an incredibly annoying bug which i had thought was part of the vanilla ai after catching them in the act with the mod disabled, but not sure how it might be worsened with this enabled. i had hoped it might be fixed with their update to fleet ai logic, but evidently that's not the case. at any rate, thanks again and i'll try to find what's causing the texture bug.
Collinoa 2022 年 9 月 21 日 上午 2:21 
And possibly AI does not attack anything , stuck in a recall loop to their base
Collinoa 2022 年 9 月 20 日 下午 11:30 
Good update, only thing I can find wrong is that the new Toxoid ships have a weird texture issue, found it while I was choosing a ship in the species creator. The textures are moving and not still.
HungryEye  [作者] 2022 年 7 月 31 日 下午 7:39 
So ultimately it's not a no, but will be a while before it's done, if i do.
HungryEye  [作者] 2022 年 7 月 31 日 下午 7:38 
I'll certainly consider it, if i do a version for vanilla it would probably be done along side a version for bsw, tho i haven't decided yet if the bsw version would fit better with the vanilla format or the rs format. I typically don't play vanilla except if i start a mp game with friends right after an update so couldn't be sure what changes would port well, as the vast majority of the balancing was based around the smaller, slower paced battles of asb+rs. then there's the consideration of how many versions of this mod i actually want to maintain and focus on fixing/balancing with each update.
Mabus (the Werewolf) 2022 年 7 月 30 日 下午 4:38 
I wish there was a version of this kind of mod that wasnt dependent on the Real Space mods
HungryEye  [作者] 2022 年 7 月 26 日 下午 6:10 
sweet
hellm100 2022 年 7 月 26 日 下午 5:18 
By the way, I'll try this lite version too