Stellaris
NSC - Real Space ships in scaling HARD Compatibility Patch
28 bình luận
triolenking 18 Thg10, 2024 @ 3:27pm 
what new com patch for this is there or never to work
Underdog 24 Thg09, 2023 @ 11:12am 
This still works on latest patch. I had constant issues with NSC and Scaling with short range weapons not able to reach their enemies, but after installing this and making sure the load order is correct, it solved the issue.
Pietrooperv 3 Thg03, 2023 @ 4:30am 
The link does not work
乇乂丅尺卂 丅卄工匚匚 7 Thg10, 2022 @ 6:47am 
I updated this for 3.5 https://sp.zhabite.com/sharedfiles/filedetails/?id=2872304446
there's a LITE version too
Anold_GH 16 Thg01, 2022 @ 1:31pm 
I have updated the HARD patch and it should now be compatible with NSC2 - Season 6, here is the link: https://sp.zhabite.com/sharedfiles/filedetails/?id=2722026801
bascott83 15 Thg09, 2021 @ 2:41pm 
Give update rights directly to the NSC Team so they can use it.
Heyy_ItsCaitlyn  [tác giả] 7 Thg06, 2021 @ 11:07am 
I have stopped using NSC due to its incompatibility with quite a few other mods. If anyone is interested in updating or maintaining this patch, feel free.
SasakiMichie 29 Thg04, 2021 @ 1:05am 
Can someone please update this and the lite version please
Rio 26 Thg04, 2021 @ 5:20am 
Plz update this or the lite patch
p6kocka 6 Thg02, 2021 @ 4:56am 
I would pay you for the patch. Could you pls update this patch pls?
RiXZ 22 Thg12, 2020 @ 9:16am 
Is this mod abandoned by the author?
I see an error in the launcher saying that the mod requires game version 2.7.*
LightSoul 25 Thg08, 2020 @ 12:28am 
Ships in Scaling last update was 13.06... This Patch was updated 20.05... Does the patch still work with the last version?
Eternum 22 Thg08, 2020 @ 11:22am 
I've having games where ships will either charge in for point blank range or stay far away from the fight outside of weapons range

I've also had flanking and hit & run's not working
HeroinHobgoblin 26 Thg07, 2020 @ 11:00am 
Yeah the issue I am seeing is the default setting for fleet behavior looks like flanking, but the range is set so high that even with 14 range medium kinetic the ships cannot reach their intended target.
HeroinHobgoblin 24 Thg07, 2020 @ 9:34pm 
Been trying to get this to work in my games and I keep seeing the same issue over and over. Corvettes get stuck all the time just bumbling about while the enemy destroyers just sit idle out of firing range. Or, my entire fleet takes out a starbase and the enemy troop transports get dragged into combat during and they are running about in circles and forcing me to retreat.
jowe01 7 Thg06, 2020 @ 3:05pm 
Super, thx for the quick answer. I read your comment on this below, but I was confused by my corvettes turning around on their way to the enemy, without having fired a shot. I guess that is WAD, they are probably just "waiting" on the rest of their friends ...
Heyy_ItsCaitlyn  [tác giả] 7 Thg06, 2020 @ 1:35pm 
@jowe01 this is a text issue with real space; the computers work as intended, the text just displays the incorrect value. I believe Annatar is aware of the issue but i'm not sure when it will be fixed.
jowe01 7 Thg06, 2020 @ 12:47pm 
Coming back to the ranges of combat computers: the "Swarm" and "Artillery" computers have their range adjusted to the "Ships in Scaling" values, but the "Picket" and "Line" computers still show the orifinat standoff distances (30 and 50) which are much too long for using it with "Ships in Scaling".
Is this purely a wrong/old description or is the standoff distance indeed not changed? From two battles where I used the "picket" combat computer with the "Hit & Run (7)" tactic, it seems to me that my corvettes are indeed turning around much too early. They do not seem to get into the "7" range where they can release their weapons, unless later in the combat when everything gets a mess and the adversary closes the distance himself.
victor 29 Thg05, 2020 @ 3:06pm 
Thanks for the patch. Is it save compatible?
Medved 21 Thg05, 2020 @ 6:29pm 
ok, thx, I\ll double check where them comes frome
Heyy_ItsCaitlyn  [tác giả] 21 Thg05, 2020 @ 11:20am 
NSC doesn't add any tactics besides "follow", "charge" and stationary/hit and run/flank at set distances, all of which are scaled down by this patch. Any other behaviors are from another mod, not NSC, and will need a different compatibility patch.
Medved 21 Thg05, 2020 @ 10:22am 
I've reffered to behaviours represented below combat computer - diffirent tacticks such as escort, charge and so on. all of them are in "ai_behavor" file, i'll fix some of them manualy and got decent result. but currently found that there is some overpower issue for carriers - they start attack on a vary large disstance.
Heyy_ItsCaitlyn  [tác giả] 21 Thg05, 2020 @ 8:55am 
@medved could you elaborate on what you mean by "not all distances but only those which are farther than 40 and follow + charge"? All of NSC's ai behaviors (besides follow and charge) have a range of 40 or greater by default. (if you're referring to the combat computers, i.e. swarm/picket/line/artillery, be aware that last I checked real space had a text issue with those, so the actual range is not the one listed in the tooltip)

If you're referring to other behaviors in the same slot as the ones i've changed, those may have been added by another mod but aren't part of NSC.
Medved 20 Thg05, 2020 @ 6:40pm 
Ok, thx for reply @eculc, about defaul orbit - no question, I'll ask him.
But in any case for NSC related behavior seems that there is a small issue - I've seen that you have scale not all distances but only thouse which are far then 40 and follow + charge. And what about others? And even for "ai_behaviour_charge" I would rather ask to chech default value to scaled, seems that changing this value lower then 5 help to solve problems with shortrange weapon, it may help with other start points of diffirent behavior such as flancking.
Heyy_ItsCaitlyn  [tác giả] 20 Thg05, 2020 @ 9:53am 
@medved that sounds like a Real Space issue, I suggest you ask Annatar about it.
Medved 20 Thg05, 2020 @ 6:50am 
Can you add change to default orbit range and all ai_ship_behavior with scaling factor?
It is required because autocannons still has range 5 then minimal ai attack ranges are 6
rig2018 15 Thg05, 2020 @ 12:28pm 
just curious, are you planning to make an acot-ship scaling compatibility patch?
rig2018 8 Thg05, 2020 @ 6:38pm 
thanks, i have been waiting for this kind of mod forever, you are truely awsome:steamhappy: