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I did experience something… funny. Namely, my cruisers equipped with energy torpedoes and the Sniper computer, while engaging the hatchery bioships, kept rushing into the middle and getting slaughtered. As funny as that was, it may be potentially telling about what's going on. I got suspicious and done a bunch of different configurations, and here's what I found:
The "MAX_BASIC" cruisers, when moving to attack enemies in the middle of the syetem, rush right into the middle of the enemy and then refuse to retreat. As SiS introduces a so-called "Cruising Speed" which depends on which thrusters are equipped, anything other than the default Chemical Thrusters include a "Cruise Acceleration +X00%". So my guess is they couldn't stop in time once the engagement begun, and the computer prevented them from regaining range.If I order them to suddenly change direction before the engagement, they don't get instantly swarmed.
I've also tested several times using both BSB and Real Space Ships in Scale, but I wasn't able to reproduce the issue. If the problem continues to occur consistently, please let me know again.
Frankly, I'm stumped. Sometimes combat work as expected, other times it simply breaks. Just part of the modded experience, I suppose… I don't think there's anything there, but here's my current mods list: https://justpaste.it/dmidd
I'll do another manual pass with the IronyModManager tomorrow, just in case I somehow managed to muck up the patch file. The odd behaviour is probably not random; I just haven't figured out what's causing it - yet.
Anywise, thanks so much for your effort.
At this point, I think we should take a look at your mod list. It doesn’t seem like the issue is limited to just a few specific ships - it looks like something may have overridden the BSB ship behavior entirely.
https://ibb.co/yc6GqdQh
https://ibb.co/4ws0Y2K1
https://ibb.co/6RB9Y6ys
https://ibb.co/p784XMW
https://ibb.co/yFLLw8kG
Those raiders are still spinning where I last left them, too.
Seemed like a waste to break them up. :D
https://justpaste.it/kagrn
Recently, I continued an existing save this morning with a friend on multiplayer and every time I get into a battle with my fleets it causes a RANDOM _COUNT desync that repeats every day we're in battle.
I'm using bioship fleets while the other player isn't. He doesn't seem to have desync issues when he is battling, so it only happens when my fleets go into combat.
It only started happening after we updated this mod and it continues to happen even now after we tried rebooting.
https://ibb.co/1YVvPjcs
https://ibb.co/HLfFSMbX
https://ibb.co/MDsC7mQG
https://ibb.co/Q3qhdSzw
https://ibb.co/BHdLMkYv
Thanks for the quick reply! Would you be able to share a screenshot of that raiding fleet? It would be even better if we could see their ship designs too.
I just uploaded a new update. Could you let me know if it works properly with your save?
If you unsubscribe from the mod and then resubscribe, it should definitely update to the latest version.
What you mean is that fleets you don’t control are exhibiting that circling behavior, correct?
And this is happening even though you’re using the compatibility patch for Real Space Ships in Scaling?
@амням I strongly recommend using the IronyModManager. If there's an issue with the descriptor (the file needed for the launcher to find the mod) then you'd need to find the mod folder manually, and delete it.
My mod doesn't alter fleet power in any way. It might be caused by an older ship component mod you're using - I'd recommend checking that.
@амням
That sounds like an issue with the Paradox Launcher...
half of 2 of my fleets despawned and they capped at exactly 100 and 101 power, might be another mod but this is the only logical one, idk just some feedback, nice mod tho
I also uploaded that fix mod myself, and it only contains a small portion of the BSB content. I strongly recommend using BSB over that mod in every aspect!
@Ever Universe
ASB and BSB are basically compatible, but I recommend using the ASB Ironman mod instead.
I don't think that kind of issue will occur.
그거 갈수록 새로운 것이 늘어나고 호환성 따라가기가 애매해져셔 없앴습니다 ㅠㅜ
Thanks to your detailed explanation, I was able to fix it quickly - thank you so much!
If you could double-check whether it's truly fixed, I’d really appreciate it.
@절대조이해
리포트 감사합니다! 아마 지금은 고쳐졌을 꺼에요!
System scale only will works well wtih BSB.
Biologic ships and space fauna ships now have Sniper combat neurochips.
But the balance issues related to P slots aren't limited to strike craft—can the durability of missile-type weapons be increased?
= What you point is correct, and there is still no modifiers for missile durability. But, IMHO missiles can use fire rate modifiers, increasing their numbers. There is nothing like that for strikecrafts.
ASB ironman will goes well with BSB and recommended. Ship section mod will be OK.
for RS, if you use ships in scale, you should use compatibility patch.
https://sp.zhabite.com/sharedfiles/filedetails/?id=3012749788
But that is not recommended for balance issue. Ship behavior will be OK.
But the balance issues related to P slots aren't limited to strike craft—can the durability of missile-type weapons be increased?
U can use ASB ironman with BSB with no issues.
Okay! I'll put that on my future update list too.
It seems that there was something wrong with NSC while I was working on the compatibility issue with ESC NEXT. It is the kind of issue that will completely disappear when Stellaris 4.0 is released, so could you please use this compatibility patch in the meantime? I apologize for the inconvenience.
https://sp.zhabite.com/sharedfiles/filedetails/?id=3459607466