Stellaris
Real Space - Space Battles
170 comentarii
The_Illusive_Man22 20 oct. 2024 la 14:13 
why many old mods are trending?
Deeyourelf 16 oct. 2024 la 20:21 
Why is this trending lol
Nehtiyalyr 16 oct. 2024 la 9:16 
@arieviloj I know right? I was "a update?" Nope, just trending for some reason...
Chilly Fox 16 oct. 2024 la 8:20 
@arieviloj fr i dont get it
arieviloj 16 oct. 2024 la 4:06 
Why do somel of your outdated mods appear in the "most popular of the week" out of nowhere? Crazy...
Patrick Schlesier 3 aug. 2022 la 4:04 
aditional vanilla is not compability
Annatar  [autor] 30 mart. 2020 la 2:38 
@The GReen Berets This mod is no longer supported. This replaced another mod: Ships in Scaling. Read the description.
The GReen Berets 30 mart. 2020 la 2:24 
stupid question embound! is this mod compatible with version 2.6.2?
Annatar  [autor] 27 mart. 2020 la 10:48 
@Pruchol5 No, the mod you are looking for is called Solar Storm.
ModestSuicide 27 mart. 2020 la 10:10 
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 la 10:01 
I'm having a similar problem as Curli187 with NSC2 and ship spacing. Is there any way to fix this?
Annatar  [autor] 15 nov. 2019 la 16:09 
@ᴇʟᴅᴇʀ ᴡᴏʟғ 🐾 See description. It will be tomorrow and it will be a different mod.
Davi 15 nov. 2019 la 12:33 
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 la 11:42 
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 la 21:39 
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 la 8:35 
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  [autor] 31 oct. 2019 la 18:03 
@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 la 20:22 
Anyone know of a patch for ACOT?
Annatar  [autor] 30 oct. 2019 la 7:43 
@OG Iron[FR] (Striker)Updates will appear in Steam 2 weeks after Patreon.
It's only game. 30 oct. 2019 la 4:38 
It's going to patreon apparently. Not sure if we'll get it patched anymore.
Bottom Fragger 27 oct. 2019 la 10:58 
bruh update it already
Annatar  [autor] 23 oct. 2019 la 16:56 
Auri Sariel 21 oct. 2019 la 11:41 
is this gonna get updated?
Chuan_258 20 oct. 2019 la 2:33 
Thanks for the all mod makers ;), but is this work in 2.4+ ?
Grenade Salad 21 aug. 2019 la 13:05 
Any chance of compatibility with NSC2 combat behavior range?
FullMetalFox 20 aug. 2019 la 4:25 
@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  [autor] 19 aug. 2019 la 17:44 
@FullMetalFox Got it, thanks, it remains to find the acceleration parameter.
FullMetalFox 19 aug. 2019 la 14:32 
@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 la 20:29 
@ANnatar I don't have any other mods that affect ship behaviour or weapons.
Annatar  [autor] 9 aug. 2019 la 18:02 
@ホールドタイトPerhaps some other mod that changes the settings of the ships affected this.
Questionable 9 aug. 2019 la 1:37 
Disabling this mod fixed it so I guess the reduced ranges are making ships behave weirdly
Questionable 9 aug. 2019 la 1:17 
I'm having a problem where all my ships are flying as close as possible even titans and long-range battleships...
Annatar  [autor] 3 aug. 2019 la 11:17 
@3dahs As far as I know, they are not trying to step back.
3dahs 3 aug. 2019 la 10:56 
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  [autor] 3 aug. 2019 la 7:03 
@Spectre I will try. There are still a lot of plans and interesting projects. I hope for your support.
Liseq 3 aug. 2019 la 5:49 
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  [autor] 3 aug. 2019 la 4:44 
@Spectre Maybe one day, now there’s no time for it
Liseq 3 aug. 2019 la 1:42 
Hi,

I wonder, have you thought about taking some influence from Aesthetic Cinematic Graphics? I.e explosions during shoot-outs
Annatar  [autor] 2 aug. 2019 la 17:47 
@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 la 14:42 
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 la 9:44 
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 iul. 2019 la 5:25 
Thank you so much. This mod gives better viewing experience of battles
Zacharius Sneed 17 iul. 2019 la 0:37 
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  [autor] 16 iul. 2019 la 3:17 
@Alpharius I doubt
Zacharius Sneed 15 iul. 2019 la 19:59 
Is this mod compatible with NSC2 Season 3 and additional shipsets along with it?
Snowcraft 14 iul. 2019 la 3:58 
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  [autor] 1 iul. 2019 la 8:20 
Update 1.3 The battles are even better!
FatRefrigerator 23 iun. 2019 la 13:31 
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  [autor] 19 iun. 2019 la 3:41 
@ArcticWyvern will conflict
ArcticWyvern 19 iun. 2019 la 2:34 
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.