Stellaris

Stellaris

Ship numbers rebalance
201 条留言
†MLS† KIRINAS ';,†,;' ;,,; 10 月 26 日 上午 2:07 
Didnt work on 4.1.6.
Dizzy Ioeuy 3 月 10 日 下午 11:35 
Note to self- amazing space battles mod causes this problem- as it's combining a further firing rate reduction to ships once built. It does so many other complicated things I just removed it.
smirkyshadow 3 月 1 日 下午 5:32 
It was the only mod I had on, I made a seperate playlist for it

But now it's working?

It was definitely the mod causing it, but the issue is gone now so, problem solved?
shuulleech  [作者] 2 月 2 日 上午 8:22 
I did play with it today, no problem so far on my side, look into other mods.
smirkyshadow 2 月 1 日 下午 6:47 
Can confirm it now makes every ship only have 1 fleet power
smirkyshadow 2024 年 12 月 28 日 下午 6:38 
I don't know if this is the cause because I have a lot of mods, but rn my fleets have like 1 fleet power per ship, but it's only my ships not the ais
shuulleech  [作者] 2024 年 8 月 2 日 上午 3:05 
potentially yes, its made in a way to be version agnostic. But i didn't play stellaris for like 3 years now, so cant be 100% sure
Jorgin™ 2024 年 8 月 1 日 上午 7:08 
still works?
8 Bit Pyro 2023 年 11 月 24 日 下午 5:46 
I personally quite love this mod, but I'd like to use it with Gigastructural Engineering. Could you possibly make a patch for that mod? I know it is one of the most popular mods, and I believe there will be others that would like a patch too.
Caesar 2023 年 8 月 11 日 下午 8:35 
I was looking for something like this to improve late game performance gonna give it a try. Made some adjustments on my own.
shuulleech  [作者] 2023 年 4 月 13 日 上午 8:01 
its very simplistic, unless devs change the basic functions, it should work in future as well
giornosuccmista 2023 年 4 月 13 日 上午 7:50 
Just wanna say I really love this mod. It fits my play style so much, thank you for making it. I hope it will never conflict when new updates come.
shuulleech  [作者] 2023 年 1 月 29 日 上午 11:13 
i just checked the mod, not sure there is a need in update, buffs and debuffs are for all "ships" disregarding ship size/class, so it should work OK as is
AG 2023 年 1 月 29 日 上午 2:11 
@shull yess, please update if you have the time. much appreciated :)
shuulleech  [作者] 2023 年 1 月 12 日 下午 4:54 
oh didnt even knew about new frigate class, didnt play stellaris for like 2 years, will need to revisit it and will update the mod before that (need to remember how its actually done lol
QuietMyth 2023 年 1 月 12 日 下午 1:59 
It would be excellent if you revisited this quick for rebalancing with the Frigate update. Also I'm not sure where the snag is, but I've just played a game where the Unbidden crisis appeared to fail to spawn any ships. I'll be playing another game tonight so I can tell you whether it's replicable.

This mod should be in the base game! It's truly excellent.
Sabahel-Tep 2022 年 2 月 28 日 上午 3:06 
Seems like ai dont build colonyships? I just have your mod acitve. Or maybe my save is bugged
Sabahel-Tep 2022 年 2 月 25 日 上午 12:05 
Is it still working?
SnugglyPuffs 2021 年 8 月 14 日 上午 10:35 
Still one of the best mods ever, thank you again!
Spike Jr. 2021 年 2 月 15 日 下午 1:14 
I'm also a little bit confused about your numbers. Judging by what you did to naval capacity you seem to roughly halve the number of ships that the player has but you don't make the ships proportionally twice as powerful. You buff the damage and hull points by a little under double buy then you offset that by cutting the firerate to only 20%. Am I missing something here? How much are you trying to reduce the number of ships by compared to vanilla?
Spike Jr. 2021 年 2 月 15 日 下午 1:14 
Hey! I really like your mod but I was thinking of tweaking it so that each ship was worth roughly 4 vanilla ships and I wanting to get your thoughts on how to tweak the values. Here's what I was thinking.

hull +300%
shield +300%
armor +300%
fighters weapon bonus +200%
ship firerate +0%
ship weapon damage +300%
starbase upkeep +50%
ships cost +200%
ship build speed -70%
ship upkeep +300%
starbase damage +60% (cumulative with ship bonus, strbases have small number of turrets so its balanced)
defense station damage +200%
naval capacity - 75%
command limit per fleet -75%
SnugglyPuffs 2020 年 5 月 31 日 上午 11:13 
Thank you for this! I've been wanting to dial back the visual effects for once but I can't play without ASB's longer battles..
shuulleech  [作者] 2020 年 5 月 20 日 上午 3:58 
description updated
Wewei 2020 年 5 月 19 日 下午 6:55 
what does this mod do?
shuulleech  [作者] 2020 年 5 月 15 日 下午 3:19 
strike craft are less survivable due to higher damage from point defense in first seconds of combat so I left their rate of fire to compensate. As for stations - they have very limited number of turrets, so its fine. But IIRC this modifier should also apply to station rate of fire
Dizzy Ioeuy 2020 年 5 月 15 日 下午 3:16 
Two questions:

I noticed that strike craft as a weapon have their own [weapon damage mult] and their own [fire_rate mult] but the rate isn't modified in your mod- so they will be firing at full rate once launched with normal damage- sorta spammy and maybe a little OP? Am I wrong here?

Also I notice starbases have, with your mod the starbase damage mult set which will add to the already set ship weaponry, so their damage will be the sum. So +100% ship +30% for their own = 130%. Intended?

Lastly, their fire rate is NOT (according to tooltips and my observations) seemingly slowed down... but IS it? Maybe I'm just seeing placebo effect. I don't see a starbase fire rate slow down rate. Should there be one? IS there one available as a variable?
Dizzy Ioeuy 2020 年 5 月 14 日 上午 11:39 
The only drawback is when buying parts for a ship it lists numbers before modification by the multipliers... but I'm good with that. I know the ratios I set.
shuulleech  [作者] 2020 年 5 月 14 日 上午 11:22 
yeah, i was wondering why others did such mods with direct changes to components/hulls
Dizzy Ioeuy 2020 年 5 月 13 日 下午 6:15 
the way you did this mod (looked at the code) is freaking brilliant and simple... so the tech modifies the race so that all further advances are impacted by these stats which means every weapon/tech whatever is nerfed/powered in line with this mod. Traditions, its doesn't matter, they all get netted and roped in.

Just wow. Good job. Makes it easy to tweak the numbers myself to further suit my own taste.

Way to go man! Admiration. No more modding EACH ship type and weapon...
shuulleech  [作者] 2020 年 5 月 13 日 下午 6:11 
Must be a steam thing, runief description. I will update it when have time
Dizzy Ioeuy 2020 年 5 月 13 日 下午 5:24 
no description of changes?
shuulleech  [作者] 2020 年 3 月 31 日 上午 1:11 
no, ASB without short battles does redusce firepower and increase HP a lot of the ships, and on top of that you add Ship Rebalance, thats why they have 1 fleet power.
Ship rebalance prolonges ship combat as well, almost in the same manner sa ASB, but you cannot have the same mods that do the same thing without conflict, their effect is cumulative in the end.
If you want ship rebalnce you need to install ASB shorter battles (its actulla just removes mentioned HP bonuses for ships in ASB, so my mod can work as planned).
I do feelt that my mod approaches this better though, more universally.
LegendFusion 2020 年 3 月 30 日 下午 5:57 
Hi, i have the issue with 1 fleet power per ship too. I use ASB, but i dont want to use the short battles variant, as i enjoy the longer battles. Any workarounds for this or is just a matter of correct loading order and if so, should ASB be loaded first or this mod?
shuulleech  [作者] 2020 年 3 月 23 日 上午 7:07 
damn, description was messed up with last update, I will update soon
shuulleech  [作者] 2020 年 3 月 23 日 上午 5:36 
It is compatible with 2.6.1 and I play using it myself. The situation you describe seems to be due to overlaping mods or wrong load order.
Are you by any means use ASB? if yes, you should use short battles patch for it and make sure that loading order is correct (it will not fix already built ships though, only new ones)
Datastorm 2020 年 3 月 23 日 上午 4:46 
Any idea when this will be 2.6 compatible? Its a great mod and makes each ship feel more valuable instead of spam. When using the mod at the moment i get 1 fleet power per ship while AI (at least pirates and aliens) all have normal fleet power.
shuulleech  [作者] 2020 年 3 月 7 日 下午 12:51 
It should work, I'll try to maintain comparability when 2.6 releases as well
LegendFusion 2020 年 3 月 7 日 上午 3:12 
Does this still work correctly for 2.5? This mod is exactly what i was looking for. Thanks for the work on it so far.
AW1145 2019 年 10 月 15 日 下午 12:45 
Awesome mod. Really improves the feel of the game, IMO.
shuulleech  [作者] 2019 年 7 月 2 日 下午 4:18 
Thanks :)
Katsu 2019 年 7 月 2 日 下午 12:58 
I too appreciate the continued support. Smaller ship numbers just make each vessel feel more unique, and battles more "intimate", from a storytelling PoV. :)
shuulleech  [作者] 2019 年 4 月 4 日 上午 12:30 
@Pureon, thanks :) this is quite simple mod that is easy to maintain but i cannot play vanilla with all that ship spam. SO I plan to support this one for long time
Pureon 2019 年 3 月 31 日 上午 1:12 
Thanks for keeping the mod updated. It's great!
shuulleech  [作者] 2019 年 2 月 11 日 下午 2:31 
Unfortunately no, sorry
Atreides 2019 年 2 月 11 日 下午 1:07 
Hi. I would like to ask. Don't you have somewhere legacy version of mod for Boulle 1.9?
shuulleech  [作者] 2019 年 2 月 1 日 上午 8:51 
Bear in mind that this buff is received only by normal empires, you need to think also how to balance it against Crysis, monsters etc. Making Fleets of normal empires equally OP thus making them fine to combat among themselves is not the way.
I will update the mod with more radical changes, but not in the way you did, as this will screw other aspects of the game.
LordZarmack 2019 年 1 月 31 日 下午 1:38 
"Works a treat" changed armor to +500% sheilds 550% - wep dmg 50% - fights last a good time now. And right armor.sheild use is essentual. Further reduced max fleet caps to both 40%
LordZarmack 2019 年 1 月 31 日 下午 12:39 
Have found the starting tech "In researched tech, but am yet to really see a prolonged fight. Might tweek it even more so, maybe 4x and futher lower the cap...

> Must admit got to year 200, and the lag was a decent amount reduced. < but could be made more so, quite easily.
LordZarmack 2019 年 1 月 30 日 上午 12:06 
yeah, tempted to, just running through to year 100. see if there's a noticable improvement of gameplay when combining the two smaller fleet mods- one capping the max sise, and the other ofc your mod.
shuulleech  [作者] 2019 年 1 月 29 日 上午 11:41 
It quite interesting, did you try to locally change my mod to try? Let me know the results!