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)
2
31 May @ 1:10pm
Ship Ranges and Combat computers
Bobisback
0
7 Feb @ 6:37am
space fauna weapon damage
Tarone
796 Comments
pipo.p 4 Jun @ 1:34pm 
@Paladin Dawnheart @morph113 There is something about ASB in the mod's description above.
morph113 3 Jun @ 5:41pm 
I have the same, it seems it's a mod conflict with Real Space Battles or at least on the mod page of Real Space Battles, the author confirmed it's not compatible with "Real Space - System Scale" mod. So perhaps also not compatible with this one either.
Gabilard 3 Jun @ 10:39am 
There is a bug were your the military ship get 1 firepower each
Paladin Dawnheart 2 Jun @ 6:23am 
Are any of you running Amazing Space Battles with this? I was wondering if it was a conflict with that or just one or the other.
Duke Fontaine 1 Jun @ 2:37pm 
Big bug with corvettes and maulers is making early game combat impossible. Ships refuse to get within range and attack. They'll often just circle endlessly out of range until they're taken down by strike craft or longer range weapons/
UMG 28 May @ 5:26am 
@ChSph truth, makes combat unviable in the early game
_baseplate 28 May @ 1:55am 
having the same issue here as @ChSph and its with any ship - it's really annoying.
Berewolf 26 May @ 4:35am 
Bio hangar have 125 engagement range?
ChSph 23 May @ 6:08am 
Combat between corvettes and transport ships is bugged rn. Corvettes refuse to get in range to actually attack any transport ships and stay in distance thus staying in combat state indefinitely with only way to stop it being manual emergency retreat of corvettes.
Captain Vac 22 May @ 5:16pm 
I feel like its been mentioned before, but is there a reason why the weapon ranges are so short now? Many of the starter weapons have a range of 7. Are all of the ships meant to be close range now?