Stellaris

Stellaris

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Real Space - Ships in Scaling
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18 Nov, 2019 @ 3:23am
17 May @ 12:56am
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Real Space - Ships in Scaling

In 1 collection by Annatar
Real Space Full Pack
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Description
Real Space - Ships in Scaling v 1.10

This version is compatible with patch 4.0 Phoenix.

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This mod is an evolution of the Space Battles mod, adapted for the new version of System Scaling. This changes the radius of the battles and the speed of flights in the system, so that it would better correspond to the changed scale of the system.

When I started updating the Space Battles, I discovered a problem that I had not previously paid attention to. With an increase of 6 times, this became very noticeable. The fact is that with a proportional decrease in the range of the guns, the battles turned into a crazy ball of ships and flashes. Then I realized it was all about speed, which remained the same. After I reduced the speed of the ships in the system in proportion to the scaling, everything returned to normal. Space battles began to look wonderful again.

After update 1.1, these mods no longer reduce ship speed constantly. Although, in essence, they are still doing this, but with one important change. Now both modes globally slow down the flight speed of ships by 6 times, their difference is different.

I decided to add the concept of "cruising speed" to the game. This works as a significant increase in sublight speed when ships are not in combat. Thus, we solve the problem of slow and tedious flights and make space battles similar to those that were in the very first version of Stellaris.

I ask you to pay attention to the fact that Ships in Scaling is now one mod, and not two, as it was before. And this mod now has its own settings in the Real Space menu:

Ship Acceleration

By default, cruising speed depends on the ship's thrusters used, but you can change this setting so that acceleration out of combat is constant for ships of all types. This will make the game easier and more regular.

By default it is set to: "Depends on Thruster Type" (as it was in the Hard version). The parameter "Sustained for All Thruster Types" is similar to the Lite version.

Longer Battles

For more spectacular space battles, long battles are enabled by default. This is achieved by reducing the rate of fire and increasing the survivability of all ships. You can disable this mode for a more regular and faster game experience.

While the Real Space menu cannot be opened during the game, so you can use console commands to change the settings: effect sustained_acceleration_mode_on = yes, effect sustained_acceleration_mode_off = yes, effect longer_battles_mode_off = yes, effect longer_battles_mode_on = yes.

If you are used to playing Amazing Space Battles, I recommend that you use ASB Ironman version to avoid conflicts. With this, you will get all the slowdown effects from Ships in Scaling and the graphical effects from ASB.

Why you should (should not) use this mod
Originally posted by UncleJosephS:

> You no longer could have just 1 fleet / armada of fleets defending your entire empire, because if they are currently busy in another part of space, they would take literally years to get back.

> Having a shipyard close to the frontlines became a necessity, not just convenience. Also, you'd probably want to have 2, instead of just 1 buffer defensive systems between you and the next guy over, just to buy time.

> Guerilla tactics and fall back defences became a thing.

> Ample PD became crucial, because those bombers could eat entire fleet before it even got close to the space station.

> Enemies could capture the system station, repair it and turn on the FTL inhibitor, all faster than you could escape from the system (happened once to my pet Amoeba - that sucked).

> Early game influence could be used for edicts, since expansion was 6x slower.

> Sublight speed bonuses became the most important stat on both ships and admirals.



My work is completely dependent on your donations. I have a lot of plans, friends, but they will be realized only thanks to you.

As of late, Patreon no longer works for me. I can only get your help through Boosty[boosty.to] and am switching to the new support model. You can now choose which project to support. I will be able to start upgrading as soon as we raise the necessary amount. The good news is that updates will appear immediately on Steam and will be available to everyone.

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Popular Discussions View All (2)
0
1 May @ 1:02pm
Ship Ranges and Combat computers
Bobisback
0
7 Feb @ 6:37am
space fauna weapon damage
Tarone
786 Comments
Annatar  [author] 17 May @ 12:57am 
@Nikal I fixed it. Thank you very much!
FatRefrigerator 16 May @ 2:48pm 
I wish there was a "half" option in the RS menu.
I like the concept of the slow cruise speed, but the default one is so slow it takes the first year of game time just for your science ship to leave your starting system. And then of course the other option is just vanilla speeds
pipo.p 16 May @ 12:11pm 
Hello, no ship mod other than RS here. It appears that strikecraft from the special mining drones system (the one with dozen ships, including a fleet of ancient destroyers, and a 2,900 K strong orbital station (not a starbase)) are out of scale. Each one is larger than a destroyer! Special star system is Andrusse. Nonetheless, the size of the station launching the craft is fine.
Shigurame 15 May @ 4:03pm 
I would like some help regarding the use of strikecraft.Fleets with only strikecraft engage way out of range and then slooooooowly crawl to a point were the strikecraft actually moves to attack the target.
Not only takes this literally months sometimes years just to approach the target in system but also if another fleet attacks yours the strikecraft keeps circling your ships as they are locked onto another target they cannot attack yet.
Also the carriers keep approaching instead of staying at range once strikecraft moves out.
Is there a fix to this?
MagnusGrey 14 May @ 2:36pm 
nevermind, looks like i disabled system scaling when adding giga in and forgot it was a dependency. lol
MagnusGrey 14 May @ 2:32pm 
Ships are also stacking up vertically and bunching up in a fight.
MagnusGrey 14 May @ 2:30pm 
I am unsure as to what is causing it, but My ships are not changing scale at all. May be a mod conflict.

Mods that may be the issue: NSC 3, Gigastructural Engineering, ASB ironman.
Nikal 13 May @ 9:54am 
Oh, and you're missing an 00_weapons_energy override for the minimum range of the Large-slot plasma throwers (still at 45). :)
Nikal 13 May @ 9:45am 
What the person below said; I had to console-destroy meteors and voidworm nests.

Also, I noticed you've missed changing the minimum range (45) for a few Large-slot projective weapons. While checking this, I also noticed 01_mutation_unique_components ranges weren't altered at all?

Might be a good idea to pin a Bugs thread. Don't think there'd be many, but still.
黄油炖牛奶 13 May @ 7:31am 
I've found that when the enemy is an unattackable type (troop transports, meteorites) you send your fleet to attack it and find your fleet spinning in circles.