Stellaris

Stellaris

Rescaled Tactical Combat: Light Edition
16 条留言
HungryEye  [作者] 9 月 5 日 上午 5:46 
Yep, it's compatible
apx1701 9 月 4 日 下午 9:43 
@HungryEye - RS - System Scale + RS - Ships in Scaling + RS - New Frontiers
HungryEye  [作者] 9 月 4 日 下午 7:57 
Just checked over the mod files for RIG and it should be very much compatible. Which RS are you referring to? I know of at least a couple RS mods, primarily realspace and its sub-mods, which this mod is compatible with as well.
apx1701 9 月 4 日 上午 11:01 
Hi, how compatible is this version of your mod with RS or RIG (RIG Unique Shipset)?
HungryEye  [作者] 8 月 28 日 下午 3:17 
Sure thing! One more thing is sparse craft buffs starbases and defense platforms, whereas mine doesn't touch them at all. There are of course a few pros and cons for both, but other than that it's mostly pick your flavor when you're choosing which one to use. I haven't personally used other naval cap rework mods since i released rtc a few years ago, but i recommend trying each of them to find the one you like best. Aside from Sparse Craft, another popular one is Naval Capacity Rebalanced. If you search ncr you'll find it.
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 8 月 28 日 下午 2:28 
That is a lovely breakdown and with even more detail than I hoped, thank you so much~!
HungryEye  [作者] 8 月 28 日 上午 7:49 
Well, the biggest difference is that mod uses a global modifiers based approach, which is somewhat more mod-friendly than mine. My approach was to edit each ship size individually, which allows modifiers you get in-game to multiply off the ship bonuses from this mod, rather then just add to them. Apart from that, that mod has better coverage of jobs and buildings that add naval capacity, and also provides less naval capacity than this one, with the obvious stronger bonuses to ships. Also, since mine doesn't touch space fauna at all, if you have grand archive and enjoy using fleets of space fauna, then I recommend using Sparse Craft. Other minor differences are that this mod intentionally gives you enough naval capacity to start with to handle picking up a couple fleets of event ships, doesn't edit ship sections in any way (like to add extra aux slots), and allows you to have a higher fleet command limit.
𝚊𝚌𝚑𝚎𝚛𝚘𝚗 8 月 27 日 下午 11:27 
Hey there. How would you say this mod compares to Sparse Craft, found here?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3543729114

They seem to be similar, though there are differences and I'm having some trouble identifying the finer details myself -- I figure someone knowledgeable such as yourself might be able to give me a more informed opinion?

thank you for your time, sorry if this is a strange question!
HungryEye  [作者] 8 月 27 日 下午 1:16 
yeah, i could do that pretty easily. that's what i did for the other version actually, both in terms of game balance and the ai production weights. i kind of didn't want to mess with the game's balance for this version though. Do you primarily want it for the ai so they build less ships, or to have larger ships get better bonuses?
Ezra Blaise 8 月 27 日 下午 1:09 
Any chance of making an option that also changes ship production weighting (ie, balancing the game more heavily towards capitals with very small ratios of Corvettes/Frigates/Destroyers to Cruisers/Battleships/Titans?) to make each class more valuable once researched?
HungryEye  [作者] 8 月 25 日 下午 11:28 
Thank you
Sedmeister 8 月 25 日 下午 9:40 
I posted to the forums about your mod. You might see an uptick in subscriptions.
HungryEye  [作者] 8 月 25 日 上午 6:10 
That's really good to hear! Glad the mod is working as intended since I haven't had time to play test this version yet.
Sedmeister 8 月 25 日 上午 5:02 
This mod is amazing. I am in late game, colossi and Titans, NO LAG! You have single handedly fixed Stellaris 4.x! Fleet battles look epic! I take the loss of each vessel personally! Watching them get upgraded over the decades is so rp awesome! Thankyou!
HungryEye  [作者] 8 月 24 日 下午 4:37 
I don't edit the existing fleet generation systems for space fauna, fallen/awakened empires, or crises, and neither do they receive the +100% buff to armor, shields, hull, and weapon damage, so you should have a fighting chance against them. Also, since this mod directly edits the ship classes rather than giving sweeping modifiers to military fleets, empire modifiers you get in game multiply off the buffs this mod provides.
Sedmeister 8 月 24 日 下午 3:54 
Thanks for this mod. I really appreciate it. just wondering, does it take into consideration system generated fleets other than other AI empires? By this I mean space fauna, fallen empires etc?