Stellaris

Stellaris

[OUTDATED Please use BSW 3] BSW v2.5
219 Comments
el crabo.7 29 Jul, 2021 @ 3:37am 
i was wondering , you have add more thing for titan which is super great
do you think something similar with juggernaut
BaBoFantasy  [author] 12 Jun, 2021 @ 3:17pm 
@VAS
Are you playing with proper BSW? Pleas check the AA slot specs. Do they have -50% hull damages? In my test, Missiles are not that weak and PD has very low damage profiles.
VAS 11 Jun, 2021 @ 8:25am 
the effectiveness of air defense is excessively high. 1 air defense slot is able to completely block the firing of an entire battleship with predator missiles (i.e., the medium version of the missiles). It is enough to insert at least 1 air defense cell for cruisers on ships, and the entire fleet becomes invulnerable to missiles and fighters. It shouldn't be like this.
This makes it useless to use partial missile weapons.
The effectiveness of air defense should be reduced by at least half, or give the air defense the opportunity to attack other targets...
Mad_Maximus 30 May, 2021 @ 10:42am 
THANK YOU
Densin 29 May, 2021 @ 6:58am 
@BaBoFantasy
Thank you very much for your reply and explanation, I appreciate you looking into it and I think that is a very fair assessment. This shouldn't turn into "Unbalanced Space Warfare" and it sounds like it would because of NSC or it would require and immense amount of time to get it balanced and that's just not really feasible. I think that the two mods would indeed be better suited as two seperate beasts, again thank you for your time!
e1lo87 25 May, 2021 @ 1:55am 
@BaBoFantasy thanks for the explination, I didn't think about that
BaBoFantasy  [author] 24 May, 2021 @ 10:03pm 
@e1lo87
That’s complicated. If I make PD DPS somewhat 1/10 and make them 100% effective against hull, that could be worked. But that makes military power of AA ships reduced 1/10. I thought that is underestimated.
PD and FLAK are weak in combat against enemy ship but they have their own value. I wanted to let AI know that things via milpower - which the AI only concern.
e1lo87 24 May, 2021 @ 7:20pm 
is there a reason the point defense has a damage reduction to every damage type an not just a lower damage amount?
BaBoFantasy  [author] 23 May, 2021 @ 8:32am 
@DreamC @smelligram
Strikecrafts do not regen during battle in BSW. If you wanna beat fleets with well-equipped anti-air ships, you may need more carriers.
In vanilla Stellaris, carriers are just weak.
In BSW, carriers are strong against no PD fleets but weak against PD. I think that’s the balance and that is the counter concept.
BaBoFantasy  [author] 23 May, 2021 @ 8:26am 
@Densin @Spartanlord
I have received so many requests for the NSC compatibility, but NSC and BSW have critical incompatibility in the view of the balance. NSC added so many fascinating ship classes - which was its
identity in the first place - on the other hands, BSW add no ship classes but sections and I concern much more about the balance and AI ship/fleet-building. I tried some comp job with another ship class mod - Realistic ship - but I think that was somewhat not successful. For now, I have no plan for BSW-NSC compatibility. Thanks for your concern and sorry for my conclusion.
BaBoFantasy  [author] 23 May, 2021 @ 8:18am 
@excosy
First, sorry for late reply.
ACOT is a BIG mod. And BSW is under upgrade in internal build. So comp issue is somewhat postponed. Sorry.
smelligram 23 May, 2021 @ 8:13am 
I too have noticed that strike craft do not respawn which has rendered carriers pretty weak in the face of any point defence at all.
DreamC 15 May, 2021 @ 1:16am 
There seem to be a problem with Strike Crafts not respawning. In a few tests after gettting destroyed, carriers did notinhg else, rendering them completely useless.

And am I the only one finding rocket corvete swarm the most strong setup here?
Spartanlord 14 May, 2021 @ 1:12pm 
+1 to NSC2 compatibility (https://sp.zhabite.com/sharedfiles/filedetails/?id=683230077) . I use BSW but am interested in trying NSC2. Please @ me if you reply to Densin!
Densin 14 May, 2021 @ 12:28pm 
@BaBoFantasy
Hi there, I saw you mention that NSC wasn't compatible yet with this, I was wondering if you were still considering making a compatibility patch for it? BSW looks like an absolutely must have and I would love to have both of them running at once. Thank you for your time
excosy 8 May, 2021 @ 4:03am 
Would you consider compatible with acot? Just add in components csv, not need submod.
rig2018 3 May, 2021 @ 8:51am 
@BaboFantasy
thank you very much for the reply, i'm sorry if i cause any trouble, please do take the time at your own pace.
BaBoFantasy  [author] 3 May, 2021 @ 8:26am 
@rig2018
I just check that mod. There's bunch of contents in that mod, and it look very hard to make comp patch for that. I'll work on it but it will take a LOOOOOOONG TIME. So sad to say that.
BaBoFantasy  [author] 2 May, 2021 @ 9:08pm 
@rig2018
I’ll check it out
BaBoFantasy  [author] 2 May, 2021 @ 9:07pm 
@Blackwolf
Mod Load Order
1. Starnet
2. BSW 2
3. Compatibility Patch (if you want)
rig2018 1 May, 2021 @ 7:02am 
@BaboFantasy
hi is it possible for you to make a compatibility patch for the mod ancient empire in the future? this mod seems to add a few more ship sections and i don't really know the proper way to modify them to suit BSW

https://sp.zhabite.com/sharedfiles/filedetails/?id=2389589691
Blackwolf 30 Apr, 2021 @ 4:40pm 
@BaboFantasy
Excellent, thanks for the info, then imma give it a try without the patch, do you suggest to put starnet above or below BSW?, thanks again for your work pal
peter.hefner 30 Apr, 2021 @ 12:23pm 
Hi, the AI is again not building the prop pot ships. Can you weight them again, so that the AI will research and build them?
Bharg 30 Apr, 2021 @ 10:04am 
@BaBoFantasy: I am just wondering if you plan to adjust them somehow as they seem the same as some BSW section types. Maybe imperial ships need adjusting, too.

It's not really a graphics mod, so I didn't think you'd do anything about their loooks.

I kinda wanted them to add the raider type ships for players, but I don't see how it makes any sense thematically for "Become the Crisis".
BaBoFantasy  [author] 30 Apr, 2021 @ 6:58am 
@Bharg
If you are talking about the ugly menacing ships, they are all the same as they were in vanilla. I have some plans to give them some diverse sections, but they are TOOOOO ugly to do so and I'm not a graphic technician... So it may be hard to do so. Sad.
BaBoFantasy  [author] 30 Apr, 2021 @ 6:56am 
@116 Thanks for your comments!
@Blackwolf
https://sp.zhabite.com/sharedfiles/filedetails/?id=2328822592
If you use this comp patch, you can use Starnet fleet composition (mainly for big-ship-only) with BSW shipbuilding & balance. To be honest, that is not recommended.
If you just use Starnet and BSW without that patch, Starnet stretegic/diplomacy/economic ai will be the same while BSW will contribute to AI fleet composition, shipbuilding and tactical battle balance.
Please enjoy!
Bharg 30 Apr, 2021 @ 12:32am 
Did ship section types get adjusted to Nemesis? Nemesis added some new ones that probably won't be as impressive compared to BSW, right?
Blackwolf 29 Apr, 2021 @ 3:56pm 
@116, oh right, nah, i dont use any of those, only Real Space, and this with a few visual only throwed on the mix,

Well regarding ACE and SAi , ill give it a try, hopefully i wont end like the last time i tried it where the unbidder attacked heavily and just because i was on the other side of the galaxy, by the time i reached them it was kinda late, all the others empires just did nothing (i mean, absolutely nothing at all) trying to stop it, and it ended in some hours slog of my trying desesperaly with my brother to fight the crisis singlehandely.

thanks for the help pal
3.14VAS ENJOYER 29 Apr, 2021 @ 6:50am 
"(ACE and StarnetAi) actually makes an game ending crisis a competent event where everyone its tring to pull a tug'o war?"
- depends on settings) it makes crisis smarter. how hard it is depends on your game settings)
RS i mean realistic ships or any other mod adding big ships)
Blackwolf 28 Apr, 2021 @ 9:36pm 
@116 thanks for the head up, imma try it. Yeah i use ASB, the weapon effects are just too sweet to ignore them. And speaking about ACE, the only thing that stopped me trying it, is that it makes the crisis kinda "way too hard" for my taste in the sense that, having competent crisis swarming half the galaxy is fun ONLY if the other half is pushing as hard as they can to hold the gate.....having to fight against a ravenous crisis meanwhile the rest of the empires herpderp and doesnt try to fight them letting me do all the heavy lifting its too stressfull and annoying imho..
But do you have any idea if combining those two (ACE and StarnetAi) actually makes an game ending crisis a competent event where everyone its tring to pull a tug'o war?

by RS you mean real space?
3.14VAS ENJOYER 28 Apr, 2021 @ 6:05pm 
@blackwolf, i use both this and starnet, this should be after starnet in load, no issues, no patch needed. i'd recomment ASB and ACE too. those 4 make game pretty balanced and interesting. Like nothing else needed. after some games i don't use any ship mods like RS, imo they ruin balance.
Blackwolf 28 Apr, 2021 @ 4:31pm 
does this work, or more precisely, will this improve warfare behaviour if i use STARNET?

To be honest, i wished i could keep using glavius but after his hiatus, i can not longer play vainilla AI, i tried some runs using only starnet and it was kinda okay and such, i wanted to use this too.

i understand i need the patch but seeing that SAI makes the enemies basically spam ships, i was wondering how that would interact with the different fleet desings and so on.

Thanks a lot for your work pal, this is basically a must have mod
peter.hefner 27 Apr, 2021 @ 3:39am 
Added you on discord
peter.hefner 27 Apr, 2021 @ 3:17am 
When I am done with work I will. :)
BaBoFantasy  [author] 26 Apr, 2021 @ 10:31pm 
@peter.hefner
Thanks a lot with your kind reports and I’ll find ways to fix your problem. Could u contact me at discord? BaBoFantasy#1166
peter.hefner 26 Apr, 2021 @ 10:26pm 
I will run some test by disabling some mods, just to be 100% sure thats not a conflict
peter.hefner 26 Apr, 2021 @ 10:16pm 
what was working was the Pod in the A slot of a normal ship. And I could invade a planet with it. Its just the dedicated ship with the computer selection problem.
peter.hefner 26 Apr, 2021 @ 10:14pm 
Yes i do.

But i do have a few other mods, but all are BSW compatible. Basically the updated mods from your compilation
BaBoFantasy  [author] 26 Apr, 2021 @ 9:47pm 
@peter.hefner
hmmm... that's weird... I know about PAS update and have contact with the modder. You are using right mod load order, right?
peter.hefner 26 Apr, 2021 @ 9:40pm 
Maybe just code it without the ship computer: as a predefined setting for that ship.
peter.hefner 26 Apr, 2021 @ 9:34pm 
its 124 kb. I just checked.

Maybe because planetary assault got updated AFTER you updated your patch for it.
BaBoFantasy  [author] 26 Apr, 2021 @ 9:24pm 
@peter.hefner
Could you find your BSW mod folder? They are usually
Program Files (x86)\Steam\steamapps\workshop\content\281990\2284117117\common\component_templates\00_BSW_utilities_roles.txt.
Please check that file is 124kb. If not (that file mabye 97kb size), please update BSW.
peter.hefner 26 Apr, 2021 @ 9:17pm 
the slot for the computer is empty. its not possible to open it. Maybe because the Planetary assault got updated? and the patch was not yet?
BaBoFantasy  [author] 26 Apr, 2021 @ 8:45pm 
@peter.hefner
It could be because of BSW in your PC is not updated, which can be true due to error in steam workshop. Please try re-subscribe BSW?
BaBoFantasy  [author] 26 Apr, 2021 @ 8:30pm 
@peter.hefner
Thank you for bug report. But could you show me some screenshots or something?
peter.hefner 26 Apr, 2021 @ 7:34pm 
Planetary Assault Army & Ship is compatible with compatibility patch .

the ship computer is not select able. (ship design savefail wrong required components)
BaBoFantasy  [author] 26 Apr, 2021 @ 9:23am 
COMPATIBLE
Planetary Assault Army & Ship is compatible with compatibility patch .

Planetary Assault Army & Ship호환성 패치 를 사용하면 호환됩니다.

Mod Load Order
1. Planetary Assault Army & Ship
2. BSW 2
3. Compatibility Patch
Ilich Lenin 26 Apr, 2021 @ 6:29am 
I have subscribed to another mod about weapon balance before,Its carrier aircraft ai seems to work normally, but it is often interfered by missiles. As for the T-slot weapon, I think it is more appropriate to use it as an energy weapon.This is the link to that mod: https://sp.zhabite.com/sharedfiles/filedetails/?id=2089770234
jtbush00 25 Apr, 2021 @ 10:08pm 
So there does seem to be some slight compatibility issues with NSC, I have a cruiser auto made, that includes AI, that has a section not filled in and a rail-gun in a missile slot.
BaBoFantasy  [author] 25 Apr, 2021 @ 7:32am 
@Vilcoyote
PD and FLAK specialization is very hard to achieve when I work on balancing. For now, they have all the same DPS but PD has faster attack speed and FLAK has little variance in damages. Maybe they looks less discriminated, but I think PD will slightly better in shooting down missiles while FLAK has better damage profiles against strikecrafts.
But their DPS is SAME anyway.