Stellaris

Stellaris

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Better Ship Behaviors
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7 Jan, 2023 @ 6:38am
29 May @ 12:29am
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Better Ship Behaviors

In 1 collection by BaBoFantasy
[Collection] Better Ship Behaviors
5 items
Description
Better Ship Behaviors
BSB is a vanilla-flavor mod that improves the ship behaviors in Stellaris and solves some problems in space combat.
Please check the update log!


UPDATE 20250529

A new ship mod tailored for Stellaris 4.0, Special Ships: Shipbuilding Focus, is now released! It is fully compatible with Better Ship Behaviors and highly recommended to be used together!


Improved Ship Combat Computers and Behaviors



New Sniper Combat Computers. Instead of turning back and gaining distance, the ship stays at the maximum range of the mounted weapon, concentrate on firing its long-range guns at the enemy, with a very large bonus to weapon range.

Change the Carrier Combat Computers. With additional engagement range bonus, allowing carriers to attack with strikecraft while keeping their distance from the enemies. Instead, have a very large penalty to ship speed during combat.


Improvements in AI Empire Ship Designs



AI battleships are designed to be equipped with adequate combat computer, and to have the appropriate ship behavior. AI empire's weapon preference and tech level determine the battleship designs.


Starbase Design Standardization



New common A-slot parts to Starbases. Gives Starbases a base recovery rate to make them fight more effectively in combat, and fixes an unbalance in Starbase designs.


Compatibility Information

Fully compatible with Special Ships: Shipbuilding Focus, and using them together is highly recommended.
Fully compatible with NSC, ESC NEXT, all shipset mods.
Compatible with Real Space Ships in Scaling, when used with compatibility patch.
All compatible mods except NSC must be placed above Better Ship Behaviors in the Paradox Launcher mod list.
NSC should be placed below Special Ships.


Language Support



BSB supports all Stellaris official languages, powered by Google Translate.
Italian translation patch by Rahl81. Grazie!


Please enjoy and give me good feedbacks!


[discord.gg]
392 Comments
nyyfandan 12 hours ago 
Anyone know if this works with ASB? I know that ASB makes a few changes to things like fire rate to do what it does, for example.
Nikal 26 May @ 7:13am 
Coudn't figure out the dancing fleet problem, but

I did experience something… funny. Namely, my cruisers equipped with energy torpedoes and the Sniper computer, while engaging the hatchery bioships, kept rushing into the middle and getting slaughtered. As funny as that was, it may be potentially telling about what's going on. I got suspicious and done a bunch of different configurations, and here's what I found:

The "MAX_BASIC" cruisers, when moving to attack enemies in the middle of the syetem, rush right into the middle of the enemy and then refuse to retreat. As SiS introduces a so-called "Cruising Speed" which depends on which thrusters are equipped, anything other than the default Chemical Thrusters include a "Cruise Acceleration +X00%". So my guess is they couldn't stop in time once the engagement begun, and the computer prevented them from regaining range.If I order them to suddenly change direction before the engagement, they don't get instantly swarmed.
BaBoFantasy  [author] 25 May @ 3:53pm 
@Nikal
I've also tested several times using both BSB and Real Space Ships in Scale, but I wasn't able to reproduce the issue. If the problem continues to occur consistently, please let me know again.
Nikal 24 May @ 6:59pm 
No other mod modifying ship_behavior, I'm afraid. Only other one which did so was the "More Alternate Ship Sections" for which I manually deleted their behaviours file and kept just the new sections.

Frankly, I'm stumped. Sometimes combat work as expected, other times it simply breaks. Just part of the modded experience, I suppose… I don't think there's anything there, but here's my current mods list: https://justpaste.it/dmidd

I'll do another manual pass with the IronyModManager tomorrow, just in case I somehow managed to muck up the patch file. The odd behaviour is probably not random; I just haven't figured out what's causing it - yet.

Anywise, thanks so much for your effort. :steamthumbsup:
BaBoFantasy  [author] 24 May @ 6:19pm 
@Nikal
At this point, I think we should take a look at your mod list. It doesn’t seem like the issue is limited to just a few specific ships - it looks like something may have overridden the BSB ship behavior entirely.
Nikal 24 May @ 5:01pm 
Seems I spoke too soon about the hatchery bioships… Actually, now I noticed my own ships, specifically the long range ones, also refuse to engage transports.

https://ibb.co/yc6GqdQh
https://ibb.co/4ws0Y2K1
https://ibb.co/6RB9Y6ys
https://ibb.co/p784XMW
https://ibb.co/yFLLw8kG

Those raiders are still spinning where I last left them, too.
Seemed like a waste to break them up. :D
Nikal 24 May @ 11:14am 
And the designs from the savegame file, in case it helps:
https://justpaste.it/kagrn
cg0rz52 24 May @ 11:12am 
I've been using your mods for awhile and always appreciate the time you've taken to develop Better Ship Behaviors.

Recently, I continued an existing save this morning with a friend on multiplayer and every time I get into a battle with my fleets it causes a RANDOM _COUNT desync that repeats every day we're in battle.

I'm using bioship fleets while the other player isn't. He doesn't seem to have desync issues when he is battling, so it only happens when my fleets go into combat.

It only started happening after we updated this mod and it continues to happen even now after we tried rebooting.
Nikal 24 May @ 11:05am 
BaBoFantasy  [author] 24 May @ 10:36am 
@Nikal
Thanks for the quick reply! Would you be able to share a screenshot of that raiding fleet? It would be even better if we could see their ship designs too.