Stellaris

Stellaris

Real Space - Space Battles
170 Comments
The_Illusive_Man22 20 Oct, 2024 @ 2:13pm 
why many old mods are trending?
Deeyourelf 16 Oct, 2024 @ 8:21pm 
Why is this trending lol
Nehtiyalyr 16 Oct, 2024 @ 9:16am 
@arieviloj I know right? I was "a update?" Nope, just trending for some reason...
Chilly Fox 16 Oct, 2024 @ 8:20am 
@arieviloj fr i dont get it
arieviloj 16 Oct, 2024 @ 4:06am 
Why do somel of your outdated mods appear in the "most popular of the week" out of nowhere? Crazy...
Patrick Schlesier 3 Aug, 2022 @ 4:04am 
aditional vanilla is not compability
Annatar  [author] 30 Mar, 2020 @ 2:38am 
@The GReen Berets This mod is no longer supported. This replaced another mod: Ships in Scaling. Read the description.
The GReen Berets 30 Mar, 2020 @ 2:24am 
stupid question embound! is this mod compatible with version 2.6.2?
Annatar  [author] 27 Mar, 2020 @ 10:48am 
@Pruchol5 No, the mod you are looking for is called Solar Storm.
ModestSuicide 27 Mar, 2020 @ 10:10am 
Hey i am looking for a mod that causes ships to get caught in unstable systems resulting in their destruction. it seems to happen in unstable systems so i thought it was this mod. could you confirm?
queso619 16 Nov, 2019 @ 10:01am 
I'm having a similar problem as Curli187 with NSC2 and ship spacing. Is there any way to fix this?
Annatar  [author] 15 Nov, 2019 @ 4:09pm 
@ᴇʟᴅᴇʀ ᴡᴏʟғ 🐾 See description. It will be tomorrow and it will be a different mod.
Davi 15 Nov, 2019 @ 12:33pm 
Annatar (Real Space) [author] 30 Oct @ 2:43pm
@OG Iron[FR] (Striker)Updates will appear in Steam 2 weeks after Patreon.

It's been 2 weeks already :) Could we get an update on steam?
Curli187 9 Nov, 2019 @ 11:42am 
is there a patch for this and NSC2? i use an early game frigate design with just NSC2 (hit and run at 100 with missiles) and now my frigs are stuck in combat outrunning the enemy fleet but unable to fire at that range with this mod. i tried looking for a patch to adjust the ranges on nsc2 but couldnt find it.
Albert Lavitz 7 Nov, 2019 @ 9:39pm 
I appreciate you releasing the mods on steam after the Patreon batch, I think you are providing a service unlike any other on here and just wanted to give my two cents as well. I feel like anyone that complains about your model is out of touch with how much effort these projects actually take.
You could just only release them on Patreon if your only motivation was money with this project in my personal opinion. Thank you for providing your mods for free and being active in the community. Cheers! :steamhappy:
Akaviri13 1 Nov, 2019 @ 8:35am 
I understand wanting to reward patreon supporters but I personally think basically selling early access to necessary updates (like after a game update) is really scummy. Maybe think of something else to give your patreon supporters instead like the ability to vote on features or something. Not my decision though, just giving my two cents.
Annatar  [author] 31 Oct, 2019 @ 6:03pm 
@slayerofunwarygods This decision was not easy. I chose between stop developing and Patreon. Therefore, now those who support my mods will receive an advantage in the form of early access. I understand your concern, some mods and in some cases will really be broken after major updates to Stellaris. Perhaps in such situations I will reduce the period of early access, I still think about it. Now there is no such situation, play calmly on old versions.
And let the fact that this solution will significantly improve the quality and increase the amount of content reassure you. I plan to devote more time to mods.
SnugglyPuffs 30 Oct, 2019 @ 8:22pm 
Anyone know of a patch for ACOT?
Annatar  [author] 30 Oct, 2019 @ 7:43am 
@OG Iron[FR] (Striker)Updates will appear in Steam 2 weeks after Patreon.
It's only game. 30 Oct, 2019 @ 4:38am 
It's going to patreon apparently. Not sure if we'll get it patched anymore.
Bottom Fragger 27 Oct, 2019 @ 10:58am 
bruh update it already
Annatar  [author] 23 Oct, 2019 @ 4:56pm 
Auri Sariel 21 Oct, 2019 @ 11:41am 
is this gonna get updated?
Chuan_258 20 Oct, 2019 @ 2:33am 
Thanks for the all mod makers ;), but is this work in 2.4+ ?
Grenade Salad 21 Aug, 2019 @ 1:05pm 
Any chance of compatibility with NSC2 combat behavior range?
FullMetalFox 20 Aug, 2019 @ 4:25am 
@Annatar There is sadly no global parameter in defines, each ship size has its own acceleration parameter. Since this would make this imcompatible with many ship mods id suggest you try the "COMBAT_DETECT_RANGE_MULT" define first. Setting it higher could mean that ships enter their combat state earlier, leaving them more time for their combat AIs to take over and deaccelerate. Worth a try since its also easier.
Annatar  [author] 19 Aug, 2019 @ 5:44pm 
@FullMetalFox Got it, thanks, it remains to find the acceleration parameter.
FullMetalFox 19 Aug, 2019 @ 2:32pm 
@ホールドタイト @Annatar The ships cant deaccelerate fast enough, essentially they drift into those short distances. In Vanilla this is not as noticable as there arent such large modifiers and short ranges at work, leaving them enough space to deaccelerate.

Either increase your engagement distances so they start deaccelerating earlier, or increase ship de/acceleration.
Questionable 9 Aug, 2019 @ 8:29pm 
@ANnatar I don't have any other mods that affect ship behaviour or weapons.
Annatar  [author] 9 Aug, 2019 @ 6:02pm 
@ホールドタイトPerhaps some other mod that changes the settings of the ships affected this.
Questionable 9 Aug, 2019 @ 1:37am 
Disabling this mod fixed it so I guess the reduced ranges are making ships behave weirdly
Questionable 9 Aug, 2019 @ 1:17am 
I'm having a problem where all my ships are flying as close as possible even titans and long-range battleships...
Annatar  [author] 3 Aug, 2019 @ 11:17am 
@3dahs As far as I know, they are not trying to step back.
3dahs 3 Aug, 2019 @ 10:56am 
I'll do some testing, thanks Annatar. Quick question: Are long range ships supposed to try and maintain their distance while in combat? Should they be flying away shooting while another ship tries to shoot them? Or do they reach their optimal range and then just sit there even though another ship has closed in on them?
Annatar  [author] 3 Aug, 2019 @ 7:03am 
@Spectre I will try. There are still a lot of plans and interesting projects. I hope for your support.
Liseq 3 Aug, 2019 @ 5:49am 
Please consider this in future. Real Space (especially after 3rd phase) and Space Battles could more or less will replace ACG and PD entirely.
Annatar  [author] 3 Aug, 2019 @ 4:44am 
@Spectre Maybe one day, now there’s no time for it
Liseq 3 Aug, 2019 @ 1:42am 
Hi,

I wonder, have you thought about taking some influence from Aesthetic Cinematic Graphics? I.e explosions during shoot-outs
Annatar  [author] 2 Aug, 2019 @ 5:47pm 
@3dahs It’s hard to say that there should be no conflict. But battleships should not swarm, although it depends on the situation. It’s better to check by disabling the mods and turning them on one by one.
3dahs 2 Aug, 2019 @ 2:42pm 
I'm using these mods none of these should conflict, right?

https://i.imgur.com/POx8co7.png

https://i.imgur.com/YXALJng.png

3dahs 2 Aug, 2019 @ 9:44am 
I'm new to Stellaris and i'm noticing my long range railgun ships seem to swarm with everyone else. No battle lines are being made by my battleships and even though I have their roles on artillery they seem to be just swarming. Is that this mod or is that the base game?
사랑한데이 21 Jul, 2019 @ 5:25am 
Thank you so much. This mod gives better viewing experience of battles
Zacharius Sneed 17 Jul, 2019 @ 12:37am 
I tried it out with the ships and it works fine, they engage at distances similar to the default ships. only problem is with ion cannons but eh those are useless.
Annatar  [author] 16 Jul, 2019 @ 3:17am 
@Alpharius I doubt
Zacharius Sneed 15 Jul, 2019 @ 7:59pm 
Is this mod compatible with NSC2 Season 3 and additional shipsets along with it?
Snowcraft 14 Jul, 2019 @ 3:58am 
I've discovered a strange mod incompatibility between Real Space Battles and Planetary Diversity...

No idea how, but I thought I'd bring this (very strange) incompatibility issue to your attention, as it was causing my game to CTD on initialisation (launching the game.) No idea how the two mods could be fighting at all, but after a lot of testing, I'm 110% sure.
Annatar  [author] 1 Jul, 2019 @ 8:20am 
Update 1.3 The battles are even better!
FatRefrigerator 23 Jun, 2019 @ 1:31pm 
You need to at least modify the ship computers if you're going to modify the weapon's ranges. Some computers aren't really usable unless you have the longest range weapons
Annatar  [author] 19 Jun, 2019 @ 3:41am 
@ArcticWyvern will conflict
ArcticWyvern 19 Jun, 2019 @ 2:34am 
hi! i know this has probably already been asked in another comment further down but being honest i'm too lazy to go looking first thing in the morning :p does this mod conflict with anything in the new ship classes mod or can i get the two to play nice. only asking because i love the real space mods but at this point i've fallen so in love with nsc that i can't play stellaris without it anymore.