Stellaris

Stellaris

Real Space - Ships in Scaling Lite
Počet komentářů: 251
Annatar  [autor] 5. čvc. 2023 v 7.49 
This mod is no longer relevant, use this version: https://sp.zhabite.com/sharedfiles/filedetails/?id=1915620447
Argonaut 30. čvn. 2023 v 22.09 
Hi, when ships are in transit for reinforcements they travel without the cruise modifier, so it takes a very long time, like it would in the hard version of the mod.
HOBOwthAsword 23. čvn. 2023 v 12.13 
for some reason a lot ships will just fly in circles whenevre they enter combat
Annatar  [autor] 19. čvn. 2023 v 3.16 
Guys, I'm currently working on an update to Ships in Scaling. There are a lot of tests to be done. Please write to the channel #ships-in-scaling on Discord of the Real Space server about the problems you noticed. Be sure to attach a detailed description of the problem and a game save file where I can look at it and test it. This is very important, because in my tests I can miss a lot.
Shotlov 17. čvn. 2023 v 10.42 
In my case this mod just make my game freeze and crash at day 2 of the month i am actually at the endgame and by disabling this it fixed it
rms7402 31. kvě. 2023 v 2.26 
this version has a fatal problem

invincible as long as you build a hangar in the spaceport as the aircraft's engagement range reaches the end of the system!:steamthumbsdown:
黄油炖牛奶 26. kvě. 2023 v 8.25 
找到原因了:是因为舰载机交战距离太大,导致舰船误以为自己进入战斗状态(武器打不到)。不造舰载机就行了
黄油炖牛奶 26. kvě. 2023 v 4.57 
炮击电脑不能用了。估计是射击范围小于炮击电脑认为的舰船安全距离,于是我的战列舰就只会跑,结果被护卫舰追来追去。哈哈
MopxyxH 24. kvě. 2023 v 7.53 
Корабли время от времени отказываются сражаться. А точнее, линкоры просто выпускают штурмовиков, и остальной флот просто не идёт на сближение. А иногда даже штурмовики просто начинают бесцельно кружить.
shrome 20. kvě. 2023 v 3.13 
unfortunately this mod massively bugs out fleet combat, like others have stated
bubble_chicken 16. dub. 2023 v 17.33 
@just.dont.do.it i changed the engagement ranges for strike craft and all collision distances, is there anything else i should be aware of? also thanks for pointing the issues out. always thought there was something off when using the mod.
just.dont.do.it 5. dub. 2023 v 4.46 
@Spectre unfortunately, it ended up being even more bloated than the source - there are plently of stuff that buffs ranges all across the files; adjusting it all is extremely tedious, and without adjustments it's hilariously unbalanced. So there's really no point in publishing it, this approach won't fly unless we get better modifiers from Paradox (which will likely never happen).
Liseq 5. dub. 2023 v 4.14 
@just.dont.do.it: will you publish your fork? I would love to play this!
just.dont.do.it 3. dub. 2023 v 10.27 
Also on another note, I tried reimplementing SiS via global range modifier (-80% to range, which corresponds to 1/5th normal range), and actually it works quite well! Unfortunately, unlike ship speed, there's only one modifier to work with (ship_weapon_range_mult), and it's already used quite widely across the game - and all those instances have to be adjusted to be 5 times smaller.

It does remove SiS inherent incompatibility with modded weapons, but unfortunately it does make it incompatible with all usages of ship_weapon_range_mult modifier. The end result is not terribly pretty and is not worth uploading, but still it's an interesting direction to think about.
just.dont.do.it 2. dub. 2023 v 13.23 
Reinforcement and lost ships huge timeouts could likely be resolved if the mod wouldn't be making everything slow then speeding up ships x6 out of combat, but rather keeping speeds normal and then slowing ships x6 in combat (same approach as ASB).

@Jolyne doesn't seem so. But you can take behavior files from NSC and edit them yourself.
TenguBones 2. dub. 2023 v 8.14 
Is there a patch available to make this compatible with NSC's new ship behaviours?
just.dont.do.it 2. dub. 2023 v 7.46 
Also if you're using any modded ship components with anything range-related: YES, you have to adjust their ranges (dividing by 5) to be compatible with SiS, otherwise rather comical battles will ensue.
just.dont.do.it 2. dub. 2023 v 7.43 
Also note: SiS seem to be pretty outdated in the weapons department. It adjusts "range" parameter of most normal weapons, but less straightfoward weapons (strike crafts, stuff with min_range, etc) are often not adjusted by SiS. You might want to adjust it yourself by dividing all the range-related values by 5; e.g. right now strike crafts in SiS attack from much longer range (10-20ish, which is artillery range in SiS) than they should.
just.dont.do.it 2. dub. 2023 v 4.16 
To anyone struggling with ship engagements: you might want to drastically reduce "collision_radius" setting in all ship_behaviors (whether in this mod or in an overriding one, such as BSB). Vanilla value is 2.0, which is WAY too large for real space scale! This mod sets it to 1.0, which is STILL too large in many cases. You might want to start at 0.33, and maybe go even lower for behaviors focused on shooting (artillery and such).

What happens with too large values is that your ships spend most of their combat time avoiding "collisions" with each other (even though visually they aren't even remotely close, because real space scaling makes them really small).
Montroz 17. bře. 2023 v 13.29 
yeah I'm getting similar issues, ships upon engagement spread out hugely, way out of weapons fire range, meaning they just get smashed by strike craft
Kropolis 23. úno. 2023 v 14.40 
Yeah ships just refuse to properly engage Star Bases. I don't have any other gameplay altering mods.
LEVEL_cat 17. úno. 2023 v 16.39 
Hello.
Pls, fix reinforce time.
I ordered reinforcements for the fleet in 5 jumps (~750 days on tier 1 technologies) and it was 7 years
Texamer 8. úno. 2023 v 13.25 
I've noticed odd ship behavior in combat with this mod that used to not exist, my ships often circle uselessly out of range of the enemy resulting in either endless battles when both fleets cannot attack eachother or, in one instance, an asteroid destroying my colony despite the intervention of my fleet because the asteroid moved out of range of my ships.
darlf 6. úno. 2023 v 6.41 
my ships sometimes stuck when they try fire enemy out they range, and is only happend if this mod is active
Alcatraz David 30. led. 2023 v 22.31 
I don't know what is going on, but sometimes the cruids mode active, sometimes it don't, with that said my ships randomly fly at 1600 sub-light speed or it just refuse to work and fly at 400 sub-light speed :)))) How does this work really? I failed to gasp the mechanic.
Annatar  [autor] 29. lis. 2022 v 5.18 
I adjusted the behavior of the ships as close as possible to the original settings, taking into account the speed scaling. I consider this necessary, since I don’t know how the new ship behavior system can affect this mod. But I do not have time for tests, so write if you find any serious deviations.
Guinto 12. lis. 2022 v 8.11 
Should I put ASB above or below this mod?
The Green One 23. říj. 2022 v 9.35 
Not sure if this is an issue with this mod specifically or an incompatibility but my ships were refusing to fire at an enemy starbase until I disabled this mod. Afterwords, they shot it down fine. Could the developers potentially look into this? Thanks.
Doom Random 17. říj. 2022 v 2.06 
Yeah, I know we're under no obligation to use a mod we don't like, but the neutered weapon ranges makes fleet engagements go from the intended slowed combat to 'Kill me now this is taking too fucking long JUST SHOOT AT THEM ALREADY'
Michigancubed 16. říj. 2022 v 15.52 
range scales for combat behaviours, like 40-60-80-120 range
Michigancubed 16. říj. 2022 v 15.51 
I'm finding that this mod is poorly compatible with mods that add new weapons and combat behaviors like NCS2 and ACOT, as they still use standard range scales which make for really horrible, ranged engagements of ships flying and chasing each other barely firing if at all.
John Shepherd N7117 12. říj. 2022 v 18.47 
Is anyone having issues with ships firing from the Star bug?
The Wriggler 8. říj. 2022 v 8.18 
Never realized how much I wished Stellaris would overhaul the formations until using this mod and watching battles. Thanks a ton for making this.
sommio 24. srp. 2022 v 0.29 
The localisation is Ships in Scaling Hard which looks odd. And the range of the missiles is not updated to half of the vanilla
Rexous 15. srp. 2022 v 2.36 
its thruster and cruise acceleration im going insane it will not stop bothering me
helphelphelphelphelphelphelphelphelphelphelphelphelphelphelphelphelphelphelphelp
AdeptusAmogus 30. čvc. 2022 v 15.18 
Has anyone else noticed the issue where when reinforcing a fleet, if your fleet isnt in the system where the shipyards are, it sometimes takes up to two decades for the individual ships to reinforce and move to your fleet? I had my fleet reinforce from a station maybe 4 jumps away, and it took 8 YEARS for the reinforcing ships to join my fleet. I'm only using the realspace mods btw.
Cepherion 28. čvc. 2022 v 16.47 
@Annatar in the lite version you also got the text about cruise speed for components, although there is just the static modifier :)
Cassian Valtos 24. čvn. 2022 v 1.45 
Nevermind, I just wasn't positioning ASB and this mod correctly in the mod list. I apologize (._.')
Cassian Valtos 23. čvn. 2022 v 2.38 
Ditto with the last comment.
With both the hard and lite versions of this mod, specifically attacking starbases just doesn't progress at all because of ships slowing to a halt before they can get into weapons range
Törbsz 21. čvn. 2022 v 12.21 
I get that battles are meant to last longer but mine are lasting months and months, is this meant to happen or is another mod of mine fucking up?
🎀Hara🎀 31. kvě. 2022 v 3.31 
the effect also makes fighting fleets too easy since your fleet will sit back and take no damage while creating an endless swarm of fighters
🎀Hara🎀 31. kvě. 2022 v 3.30 
an annoying thing is that carriers launch their fighters from halfway across a system meaning all the ships in the fleet slow down, so any battle with carriers in it is just watching fighters pointlessly throwing themselves on the enemy point defence while your fleet goes super slow.

it actually makes capturing systems take a long time because the carriers launch low damage fighters and you need to wait forever for your fleet to get into weapons range to use their guns
Annatar  [autor] 24. kvě. 2022 v 18.01 
@Константин Стрел Сложно сказать, нужно тестировать. Буду обращать на это внимание.
Константин Стрел 24. kvě. 2022 v 4.19 
Добрый день. Волнует вопрос. При экстреном побеге... Или подкреплении скорость такая же как в харде(видимо для этих функций берётся изначальная скорость). И это не исправить верно(надоело то что корабль встречается в соседней системе с амёбами и в итоге улетает лет на 5 в стазис, и подкрепления что легче построить полностью флот, чем дождаться их)?
Sabnack 9. kvě. 2022 v 12.22 
Seems like doesn't work with NSC2 :(
Ronin 24. dub. 2022 v 3.32 
Does this affect AI decision making?
Annatar  [autor] 16. dub. 2022 v 5.19 
@asimbox Это очень странно, никаких глобальных обновлений не было. Такого не должно быть.
Annatar  [autor] 16. dub. 2022 v 5.19 
@Dorim I will have to do a lot of testing on my own to develop a finished solution. I will do this when I have time. But I don't promise to do it very soon.
asimbox 11. dub. 2022 v 12.35 
Похоже что мод перестал работать. Версия hard - работает. А при активации этой нет никакой разницы с ванилью...
Dorim 8. dub. 2022 v 14.46 
Hello?