Stellaris

Stellaris

Compact Armadas (Better performance!)
395 条留言
Miller 13 小时以前 
If you could get this mod to put a cap on the Astral Fleet max size that would be amazing addition to this great mod idea. Those Astral Fleets get utterly out of control late game and I'm not finding a great mod that deals with it elegantly.
ゴースト 22 小时以前 
@Catapultam Habeo:

That is working as intended. From the "Balance Changes" section:
"Eternal Vigilence --> Passive building platforms for free removed (Too op with thse platforms + eats up performance a lot, especially when AI takes that too) ; compensation --> Buffs to the base values of Eternal vigilence. (Still hard worth it with how strong platforms get to)"
Catapultam Habeo 11 月 19 日 上午 11:40 
Eternal Vigilience AP entry is missing

```
on_enabled = {
custom_tooltip = ap_eternal_vigilance_tt
hidden_effect = {
country_event = {
id = country.2050
days = 180
}
}
}
```
Catapultam Habeo 11 月 19 日 上午 10:59 
The policy from Eternal Vigiliance ascension perk no longer works with this mod.
amigo-robin 11 月 18 日 下午 12:48 
the text for 1 to 4 of the organic ship weapons that cause the confusion debuff have their number multiplied by 10. This would mean that the very first one has 300% chance to confuse, fairly certain that doesnt happen and that its just an issue with the text.
AlphaFenrir401 11 月 17 日 上午 10:06 
hey I notice Behemoth got hit in balance changes and looking at it's armor you reduced the class armor from 1,000,000 to 100,000 and despite behemoth armor getting a buff (97680 -> 976800) the then -50% armor makes it weaker then vanilla because vanilla is at 1,097,680 while with your mod it's at 538,400 (class 3 behemoth) unless you intended for that
albatrossbunny 11 月 15 日 下午 3:27 
update: the bonuses are being correctly applied for the archeo engineer perk. the tool tip is wrong, which is way less urgent lol
albatrossbunny 11 月 15 日 下午 1:14 
great mod. small fix: the bonuses from the archeo engineer perk aren't scaled.
FuriousGreg 11 月 15 日 上午 9:42 
Error: When building Battleships the ship designer is listing multiples of the same shields and armor as well as lower tech version even though the option to show outdated tech is selected. Just for Battleships, so far, I haven't built a Titan yet.
Dustreaper 11 月 14 日 下午 4:53 
Yea early game is rough i can barely do anything.
FuriousGreg 11 月 14 日 下午 12:47 
I haven't seen the AI not buying small ships but I haven't seen any larger ships being built yet so I can't comment on that. I do think that the 10x is a bit high because the cost really doesn't allow for multiple fleets at least not early to mid-game. I would suggest trying a 5-6x version.
malsala23 11 月 14 日 上午 11:11 
This mod's awesome! Hopefully someone makes an ESC patch for it.
hexosecurity319 11 月 13 日 上午 5:36 
I admit I don't know how this mod works.
I had a fleet of 6 ships, updated to the best technology, 2500 firepower, literally beated by a single ship of lower class of a firepower of 600.

I don't know.
perl 11 月 12 日 下午 5:15 
the AI has a hard time building larger ships in this mod
Diego Vargas 11 月 12 日 上午 11:08 
Strike Craft need to be adjusted/scaled for this!
AI Empres need tweaking/incentives to build ships .. they seem to avoid building because ships are so expensive now.
Infused plating and fauna are not scaled for this.
HUTIN PUILO 11 月 12 日 上午 5:33 
The mod works fine and the balance is maintained.
4.17(Lyra)
Erockstol 11 月 11 日 下午 5:47 
I doubt it's possible, but a way to make the ships cheaper for AI only would be amazing
Erockstol 11 月 11 日 下午 5:43 
I really like this mod but I have to agree with the complaints I've seen some others mention. I've noticed in my games that AI seems to avoid building ships, almost entirely, with the 10x cost. Perhaps as a bandaid solution you could add an option that applies a % cost modifier for players that want cheaper ships for the sake of the AI? Honestly I've really enjoyed this mod, so even if no changes, kudos for making a great mod
COGID-912 11 月 11 日 上午 5:21 
hi, is there any way to use this mod in 3.14?
Ruyi 11 月 11 日 上午 4:54 
hi, is it normal for eternal vigilance to not build starbases?
Samlach 11 月 9 日 下午 7:53 
Got to endgame crisis on 10x at Commodore, max Naval Cap all combined my fleet total was about 50-60M fleet power. Cetana had multiple fleets, all above 60M power. Is that the way it should be? If it is, ignore this, otherwise I think it might need a balance pass. Thanks in advance!
Leonmitchelli 11 月 9 日 上午 5:11 
Gray Tempest event spawns fleets with equivalent of 10 motherships. To OP for early game crisis with fleets 1.5M
just a person ? 11 月 8 日 下午 9:04 
I don't how to say but you can. Can you make a x5 version for this mod because you know x10 is bit too much. And I don't know but by x10 already why don't buff the ship template a bit by double all ship module and extra auxiliary slot
Kraddus 11 月 8 日 下午 8:33 
I really like the concept of this mod, and liked how it felt for most of the playthrough, but Fallen Empires felt overtuned relative to normal Stellaris. Maybe because the higher base values are multiplied by all their repeatables?
ellenweorc 11 月 7 日 下午 2:48 
Are the shield and armor components for starbases hp not increased?
ellenweorc 11 月 7 日 上午 10:01 
Starbases and deep space citadels do need a buff.
Zagreus 11 月 7 日 上午 8:44 
AI doesn't seem to build ships properly? All other empires are utterly pathetic, quite literally, compared to my fleets.
Valentine 11 月 6 日 下午 11:20 
After playing with this mod the only downside of it is natural station defense strategies like using citadels ect don't really seem that viable as they are in vanilla. This is due to the fleet power numbers quickly outpacing them.

I think they either need a buff or the fleet power increase for each unit needs tuned down.

Thats my only complaint tho in my current run with this mod. Thanks for making it.
lynx 11 月 5 日 下午 3:26 
this mod seems to make space stations have 1 power and -165% fire rate for some reason
Jean-Maginot 11 月 5 日 下午 12:37 
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Bread™ 11 月 5 日 上午 11:07 
Does this mod affect other modded weapon values?
Anthonest 11 月 4 日 下午 9:42 
Add fix for marauder empires and other hostile randoms being way to strong / having too many ships?
Rogueone 11 月 4 日 下午 4:39 
is this save game compatible?
Bobby 11 月 4 日 上午 8:49 
So for example Ancient Dreadnought is a guardian that uses our same ship mods and therefor it is a threat. Dimensional horror and psionic entity however use their own special ship mods. Those ship mods have not been rebalanced. Therefor killing them is like taking candy from a baby since our ships are so much more powerful.
Bobby 11 月 4 日 上午 8:41 
@Raidboss_L I meant ship modules not other game mods. This mod of yours here is extremely unbalanced. None of the ai only ship modules have been touched. That is what I'm talking about. You only rebalanced the values of ship mods we as players can use therefore the ai is only relevant when using our same ship mods. Any ai that uses ai specific ship modules like guardians, crystals, mining drones ect. They are all wayyyy to easy. You only touched basic player modules.
Rogueone 11 月 4 日 上午 1:38 
is this compatible with acot and gigas?
GhostWraith 11 月 3 日 下午 4:52 
I think I am having a balance issue that I am only noticing with this mod.

Early game, unity rushing. Neighbor is a bioship devouring swarm. I used unyielding and eternal vigilance and spent most of my alloys to build up a starbase on the chokepoint. This would normally hold them off long enough for me to build up.

Maulers fly straight to the starbase and take it over almost instantly, including all the platforms, game over.

I replayed the scenario a few times trying to find a balance of weapons that might counter them. Maulers are faster than frigates and PD doesn't work on mandibles.
Hangars seemed most effective, but it was still over as soon as they reached the starbase.

In a normal game some platforms might survive a battle, but with this mod the base dies way faster than the plaforms do.

Just curious is this intentional? Or are Maulers just an extreme counter to starbases?
Chisne 11 月 3 日 下午 2:53 
@Raidboss_L Good to know, thanks for replying!
Kawaii-Kun 11 月 3 日 下午 2:42 
does this mod change how starbase's slots are made? because it seems to overwrite starbase extended regardless of load order.
Raven 11 月 3 日 下午 2:12 
@Raidboss_L sounds good appreciate it. I tested their power by loading the save without ur mod and it was a 10x increase in power with the mod to 1.4 million per ship. Maybe somewhere around 500k strength would be more balanced?
ellenweorc 11 月 3 日 上午 6:56 
Stormcaster does a -30% debuff to ship fire rate.
Raidboss_L  [作者] 11 月 3 日 上午 6:14 
@chisne both. 10x more damage, 10x more hull, 10 more armor, 10x more shielding, 10 more armor/shielding regeneration, 10 more upkeep, 10 more costs, like vanilla but scalled up by 10.

@St0mpa you are absolutly right with that to write it here! Can you just tell me what exactly that is? Its an event where you can buy whips for 200 minerals? Or are they gifted? I need to know as much as possible so i can track that event and scale it propperly

@DoGy AUT i cant really do something about that as it would need another version. I never intended to do a longer battle version. Just thought it might work if you load asb after my mod. If it doesnt, thats sad but something only another mod would fix
Raidboss_L  [作者] 11 月 3 日 上午 6:08 
@Crytek look up at the modpage. You should be able to build 1 titan at 1300 fleetcap. Its 1 titan per 1000, 1 juggernaut per 1400 (yes you can build multiple juggernauts, and even disable the reinforce via juggernaut)

@Symmatile @l0v3rm4n69420 theres no compatibility yet for those 2 mods.

@ellenweorc he? Wait what does the stormcaster have to do with this? Does it decrease firerate of your own ships? If yes i would have to disable that effect D: (i actually love to build those too for their totaly broken anti armor aura)
Raidboss_L  [作者] 11 月 3 日 上午 6:04 
@O7Gasimli no sliders as thats not how it works.

@Felipe idk what that mod actually exactly does but i dont think it will cause trouble from what it looks like 🤔

@Raven @Misery i have ti check again for the grey tempest. I was sure i put their fleet numbers down so they are fine but it seems they are atill too strong 🤔 i will see if i forgot something

@mick do you mean the astral fleet? Cause i cant get it to work. Either it spawns way too many op ships or it spawns none. I just want it to spawn a small amount but nop lol
Raidboss_L  [作者] 11 月 3 日 上午 6:00 
No 5x version planned. Thats too much work to do everything this mod does a second time.

Leviathans should actually feel vanilla. I can ofcause look if i might buff them.
What i can tell you is, the enigmatic fortress is a menace. My overpowered titan was able to shut it down from range without any trouble but when it reactivated next to m titan, it obliterated it in no time o.o
Raidboss_L  [作者] 11 月 3 日 上午 5:57 
@Ars Notoria i had other people complain about GDF beeing way too weak so i doubled their max fleet cap lol is it now really way too strong?

@John Shepherd N7117 im pretty sure i nerfed the fleet spawn of fallen empires. If i start a game. Their usual numbers are at the range they were bevor, aomething below 1m. And ehat they spawn in the game when awakening should scale the same 🤔 i will check again but pretty sure. Oh wait did you use my mod after you were already ingame? I change spawns with my mod. If you wnable it after they spawned their ships already. They will be eay too strong. If you use my mod befor. They should be fine
DoGy AUT 11 月 2 日 下午 5:09 
Any way to fix the firerate for the stations and some others if you use ASB with CA + patch?

If you let ASB overwrite CA for longer battles the problem is the general ship_fire_rate_mult = -0.7 in static modifiers. The result is a negative -125% making them useless.
St0mpa 11 月 1 日 上午 4:58 
Not sure if this is the best place for it but i have a bug/odd interaction, the event while being next to a marauder to salvage some ships gives the option for 200 minerals or 38k fleet power in the form of a cruiser, 2 frigates and 4 corvettes. While those numbers in vanilla would be a nice little amount in the early-mid game, with this that fleet alone is bigger than some of my neighbours at this point in the game.
Chisne 10 月 31 日 下午 3:25 
What do you mean with "stronger" btw? More durable or also more damage?
l0v3rm4n69420 10 月 31 日 下午 2:37 
Is there a patch between this and Gigastructures?