Stellaris

Stellaris

Sparse Craft
72 条留言
John Shepherd N7117 1 小时以前 
Following your mod's progress closely.
This is basically the x5 version of compact fleets.

I would suggest regardless of personal taste, for ease of use, to make every x5 to maintain statistical scaling accurate to vanilla.

Do not let anyone tell you the changes are too far, or not enough etc.

If it is kept at a specific hard range, x3-5-10 whatever it scales.

Folks simply need to get used to not building 10 ships but 5.

Again I hope you keep working on it. Its a great alternative to compact fleets x10 idea.
greatswizard 10 月 26 日 上午 4:19 
I like what this mod aims to do, I think however, that the increase in weapons power and ship component strenght, could be removed(and possibly the use of the ships increased), this way, it stays compatible with other mods all the while reducing the lag of the game.
TheLonesomeGhost 9 月 29 日 下午 12:17 
I think this crashes the game with the new update :(
Jorgin™ 9 月 27 日 上午 6:05 
does this work with mods that add new ships?
07Gasimli 9 月 24 日 下午 1:01 
The extra cost for nanite ships must be reduced! Owning nanite is way too harder than lets say energy and alloys! otherwise this mod does great job
kataquan 9 月 24 日 上午 11:34 
Hope this one gets updated. love this mod
BlacklightY180 9 月 15 日 下午 8:01 
I don't know if anyone has noticed, but this absolutely wrecks nanite empires. The base cost of the swarm ships is 500 nanites, after the cost increase it goes to 1,125 nanites. That is not even the worst part, the indirector's base cost is 7500 nanites, after the cost increase goes to 16,875 nanites. That is just way too much. Besides that this mod is awesome and the cost increases help discourage ship spam which decreases lag.
Pops 9 月 9 日 上午 2:38 
NSC-3 compatible?
Nugg 9 月 8 日 上午 9:12 
Tried this with with gigastructurs. Oh boy did it break
TexStarshine 9 月 7 日 下午 12:30 
Also, the cutholoids that spawn from the stolen science ship event tend to slaughter the ships I can build early on. Kinda frustrating to lose 5-7 corvettes with their new numbers.
TexStarshine 9 月 7 日 下午 12:00 
Discovered the hard way that payback empires get a 10k fleet in the early game. is this intended?
Garbage Factory 9 月 4 日 上午 11:10 
is anyone else experiencing mercenary enclaves and raiders with vastly stronger fleets than everyone else? their fleet is like 78k when everyone else's are like 15-20k at most.
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 8 月 28 日 下午 8:36 
Would anyone here have any idea how to alter a mod to not break this mod's balance?

It seems if I use this with say Ethics & Civics: Bug Branch, using the War Cult / War Council civics give me commanders instead of politicians, which give naval capacity.

Instead of 4 at the start I can start with 32, even if my fleets are only 4 strong, and that seems... like I'm too strong. This isn't your mod's fault ofc but I was just curious, I suppose.
ProfileName 8 月 27 日 上午 5:51 
Not sure if anyone's already said it, but the naval cap repeatables still give 20+ naval cap. Is it on purpose as an escalation in the endgame?
Jorgin™ 8 月 24 日 上午 5:23 
does this work with modded ships?
alma17 8 月 23 日 下午 3:40 
i just noticed a thing, i put my fleet in orbit of my station with crew quarters, my ship should taking away my energy, when docked they make energy now, you should change the -1.25 to -0.75 in the starbase buildings file
Patbox 8 月 23 日 下午 3:38 
I had tried to get a mod like this to work some time ago, but never really got it where I wanted it. I like your mod, all-in-all. The modifier-based method you choose mostly works, but there are some concerns about end-game repeatables being prettty useless. Also, I would keep the fleets larger. Thanks for putting in the effort!
alma17 8 月 23 日 下午 2:57 
just one maybe stupid question, why did you make the fleet smaller, i wanted this because i didnt want to see 10 fleet of the same empire in the same system, just one fleet with less ship but same power, i think it would be better if the command limit would be the same as default, so i could see less fleet, less ships but same firepower
Arcontinnio  [作者] 8 月 21 日 下午 3:28 
@captain ada: As far as I know it does. My friend and I have been using it in multiplayer with no issues so far.
Octobeast 8 月 21 日 下午 1:05 
been trying to find a mod like this for ages. thanks. its how the game should be.
Wake 8 月 21 日 上午 4:59 
Please keep developing this mod to a point where it can be used without issue or flaw. I very much love the idea of this mod.
just a person ? 8 月 20 日 下午 8:43 
is it work with more ship component and weapon?
captain ada 8 月 20 日 上午 6:31 
does this work with multiplayer? I tried to use it with a friend but when he added it his checksum broke and he now has to reinstall the game, could be unrelated but I thought I'd ask
SupremeAdmiralZ 8 月 19 日 下午 6:10 
@piertrooperv Yeah I had a similar concern but OP had a good point that any other solution would require lots of tedious work.

I am curious though, LLMs like ChatGPT are now quite good at editing large blocks of text, perhaps uploading the relevant definition files and asking an AI to multiply each value by 3 is feasible.
Pietrooperv 8 月 19 日 下午 2:32 
@arcontinnio adding a massive +300% damage modifier is detrimental to the game's balance. Determined exterminators, for example, have their +25% damage extremely diluted to the point of being meaningless in this mod. The same goes for all other sources of damage modifiers. Is there a way to add a multiplicative modifier, like with ship speed? Ships have a base speed that can be affected by components like afterburners, and then a second *multiplicative* empire wide modifier to ship speed. Would it be possible to apply the +300% to a ship's base damage instead?

Also, not having the damage buff be proportional to the hull HP buff messes with disruptor balance.
ProfileName 8 月 18 日 上午 9:57 
Does this also affect Fallen Empires? I fear having to face those 16 Battlecruisers and 36 Escorts with my 4 Battleships and 10 Corvettes
FenFenScreeScree 8 月 17 日 下午 8:17 
I'd LOVE a patch for NSC-3. That's one mod that never leaves my playlist.
PerculiarPanzer 8 月 16 日 下午 9:09 
finally a good fucking mod
Exu 8 月 16 日 下午 7:42 
I wish months from now this will be compatible with most mods
Arcontinnio  [作者] 8 月 16 日 下午 4:51 
@SupremeAdmiralZ: Thanks for catching that, will fix.

At first, I did try having everything just 5x across the board, but I didn't like the feel of that. The current values seem to get fleets' *displayed* power to be about equivalent to 5x that many ships in a fleet in vanilla.

As for changing base component stats instead of using modifiers, while I agree that would be a more robust approach, I don't have the time or inclination to manually edit that many entries.
Arcontinnio  [作者] 8 月 16 日 下午 4:35 
@cheemie: thanks, fixing.
Arcontinnio  [作者] 8 月 16 日 下午 4:29 
@Juwatu: Thanks for catching that.
jetwge 8 月 16 日 下午 1:16 
If that was done, there wouldn't be anything accounting for modded weapons
SupremeAdmiralZ 8 月 16 日 上午 9:07 
A few other notes:
- It seems you are buffing ship damage by applying a generic weapon damage buff. For people like me who love long games with repeatable stacking giving 500%+ weapon damage, this hugely dilutes the effects of the mod. Would recommend changing weapon base damages instead.
- Naval capacity increase from strategic coordination centers remains unchanged.
SupremeAdmiralZ 8 月 16 日 上午 8:44 
Fantastic mod idea! I'm curious though, why aren't ships defensive and offensive stats raised by 5x to offset the 5x naval cap increase? It seems to me like a 5x modifier across the board would better preserve vanilla balance while still achieving the goals of this mod.
Kentaro 8 月 16 日 上午 3:38 
@Arcontinnio But to be honest this is a great concept, less is more (efficient, meaningful) and strategically more expensive and tactical when engage in battle. But also less ships mean reduce performance issue cuz we don't have to spam hundreds of ships to fight a crisis.
Sadly, the mod is not tested and developed with other mods in mind so there are a lot of conflicts is understandable. But great concept anyway. I uninstalled the mod because it wasn't compatible with other mods I like and usually either the Fleet counts of some mods are over 100 or sometimes an entity of one of these mods are still within 100 cap size but they will have crazy number of power like you will need 50 to 80 100-cap fleets to fight them which really defeats the purpose of this mod altogether and a nightmare to manage real-time.
Ovid 8 月 15 日 下午 5:24 
I know the mod-author doesn't test with other mods, which is fine, but I wanted to point out this mod is NOT friendly with Gigastructural Engineering's Attack Moons and Behemoth Planetcraft. I think because of the lowered fleet cap, any AM or BP that's created doesn't actually fit the fleet, so the game tries to make a new fleet with the overly large ship. Which then also can't fit it. Symptom wise, you'll see the AM/BP's fleet name change daily, and if you go to your fleet planner, you'll notice an ever spiking amount of empty "New Fleets" with nothing in them. Which might build up into an overflow issue potentially, though I had other de-sync issues before I noticed the AM/BP issue.

And this also applies to Fallen Empire AM/BPs, so this issue would be present from game start.
cheemie 8 月 15 日 上午 6:52 
GDF and Federation fleet limits still use vanilla numbers. Custodian reform Galactic Mobilization still provides +150 fleet limit to Custodian.

I encountered the same bug with Juwatu, but I'm not sure if its because the save I played was started before you nerfed commanding presence.
Juwatu 8 月 15 日 上午 1:24 
FYI I tested it with only the mod installed so no other mod could cause competability issues.
Juwatu 8 月 15 日 上午 1:23 
For some reason the commander trait "commanding presence" comes up twice once with a +10 to fleet size and once with the standard +50 fleet size. Seems like the trait is not being overwritten.
Arcontinnio  [作者] 8 月 14 日 下午 12:46 
@cheemie: I'll look at it, but I'm reluctant about modding events. You have to overwrite the entire event file, which brings in a lot more unrelated stuff that could break with a game update.
Arcontinnio  [作者] 8 月 14 日 下午 12:42 
@Kentaro This mod caps fleet command limit at 1/5 of its vanilla cap--so, 100, down from 500.

My goal wasn't really to improve performance. If it does, cool, but I just wanted individual ships to feel more impactful.
cheemie 8 月 14 日 上午 11:41 
This really indirectly heavily buffs stuff that can give you fleets. In one game, I was able to steamroll the galaxy early because an event gave me three corvettes and one battleship. Another game had me steamrolling the galaxy by midgame thanks to Zarqlan's head.

If its not much trouble, maybe you can tune down the amount of ships gifted by events, artifacts, and origins? I don't think the added cost balances them out that much.
Kentaro 8 月 14 日 上午 9:43 
Yeah this mod is a great concept to reduce performance and should be developed further compatibility with popular mods if author interested, or any other Stellaris modders. I just used this in my game but since I have quite a lot of mods and all of the DLC and 4.0.21 so I got hard-coded at 100. Even tech that increase Fleet Command didn't increase that so I think something is not working.
Daepapa 8 月 14 日 上午 8:17 
@Umpalumpa depends on what you mean by "not compatible"; this mod just wouldn't affect new traditions or effects added by other mods
Umpalumpa 8 月 14 日 上午 6:28 
@Arcontinnio For balance reasons, I assume that this mod is not compatible with mods that, for example, grant traditions that increase navy capacity. Is that correct?
Arcontinnio  [作者] 8 月 13 日 下午 6:57 
@Big Boss: Yeah you'd probably need a patch for any mod-added ships (they should *mostly* work, but they'd probably have disproportionately weak shields and probably some other weird edge cases.)

I don't use many mods myself so I can't advise.
Big Boss 8 月 13 日 下午 2:57 
This is an awesome idea! I'll defo follow to use in my next playthrough.

Question though: Assuming you play with your mod on, what other major mods do you use? Just checking for compatibility. I'd assume any ships added by other mods would need a patch?
JageriuS 8 月 13 日 上午 7:41 
Great mod, this is what Stellaris needs - more meaningful, expensive fleets, not hundreds of corvettes lagging the game for no reason. Subscribed, liked and I hope You'll keep working on this :) Thanks!