Stellaris

Stellaris

Better Ship Behaviors
391 Comments
Nikal 26 May @ 7:13am 
Coudn't figure out the dancing fleet problem, but

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.
BaBoFantasy  [author] 25 May @ 3:53pm 
@Nikal
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.
Nikal 24 May @ 6:59pm 
No other mod modifying ship_behavior, I'm afraid. Only other one which did so was the "More Alternate Ship Sections" for which I manually deleted their behaviours file and kept just the new sections.

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. :steamthumbsup:
BaBoFantasy  [author] 24 May @ 6:19pm 
@Nikal
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.
Nikal 24 May @ 5:01pm 
Seems I spoke too soon about the hatchery bioships… Actually, now I noticed my own ships, specifically the long range ones, also refuse to engage transports.

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
Nikal 24 May @ 11:14am 
And the designs from the savegame file, in case it helps:
https://justpaste.it/kagrn
cg0rz52 24 May @ 11:12am 
I've been using your mods for awhile and always appreciate the time you've taken to develop Better Ship Behaviors.

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.
Nikal 24 May @ 11:05am 
BaBoFantasy  [author] 24 May @ 10:36am 
@Nikal
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.
Nikal 24 May @ 10:25am 
Well, the Hatchery aliens seem to be working now, but the raiding fleet is still circling at a distance from the mining station they've engaged.
BaBoFantasy  [author] 24 May @ 10:05am 
@Nikal
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.
Nikal 24 May @ 9:41am 
Both yes.
BaBoFantasy  [author] 24 May @ 9:33am 
@Nikal
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?
Nikal 24 May @ 9:19am 
So, I just had the aliens from the Abandoned Hatchery stuck in the "dance" around a transport ship, and some raiders stuck around my station. However, I'm using the RS:Scaling patch, so I wasn't sure whether to report it here or there. :/

@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.
амням 24 May @ 12:46am 
I am in desperate need of your mod... is there any way to fix it?>
BaBoFantasy  [author] 23 May @ 6:43pm 
@Ic4st
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... :steamsad:
амням 22 May @ 3:23pm 
Hi I can't see your mod in launcher anywhere. Tried rebooting steam, subscribe and unsubscribe, nothing helps. It's only with your mod. how can I fix it?
Ic4st 22 May @ 12:19pm 
@BaBoFantasy
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
BaBoFantasy  [author] 20 May @ 11:36am 
@Danil
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.
Ever Universe 20 May @ 5:53am 
Is this mod compatible with Amazing Space Battles?
Daniil 20 May @ 3:55am 
Do I need to fix this mod, or is it made for a separate use? I'm talking about this one https://sp.zhabite.com/sharedfiles/filedetails/?id=3481230489&searchtext =
BaBoFantasy  [author] 18 May @ 10:05pm 
@Ahmet
I don't think that kind of issue will occur.
Ahmet 18 May @ 1:23pm 
Hello, does this mod have any impact on performance?
Animus Yosho 17 May @ 10:45am 
@BaBoFantasy Great work as usual. I loaded an earlier save and sent the same group of ships back to that Lone Defender and they circled at a much closer range and made short work of him. It truly was better ship behavior! Thanks!
BaBoFantasy  [author] 17 May @ 7:14am 
@The Engineer Pop
그거 갈수록 새로운 것이 늘어나고 호환성 따라가기가 애매해져셔 없앴습니다 ㅠㅜ
The Engineer Pop 17 May @ 2:26am 
검색하려고 해보니까 안 되는데, 제작자분이 만드신 모드 중 레비아탄의 행동 방식을 개선하는 모드도 있었던 걸로 기억하는데 그 모드는 이젠 이 모드에 포함된 건가요?
BaBoFantasy  [author] 16 May @ 6:12pm 
@Animus Yosho
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!
절대조이해 16 May @ 3:03pm 
저도 초반 게임에서 마울러가 항성기지를 안 때리고 빙빙 도는 현상을 겪었어요
Animus Yosho 16 May @ 2:59pm 
Forgot to mention, my ships were using only disruptions and mandibles (both the shortest range weapons, but apparently too short range for your settings on the swarm/suppressor computers.
Animus Yosho 16 May @ 2:54pm 
I had an issue in the early game that I believe was caused by this mod (long time user and fan of the mod BTW!). I had a group of maulers using swarm computer and a weaver using suppressor computer that were attacking the Lone Defender in its unique system. It sat still and my ships got stuck circling around it at a range where it could attack them but it was out of range of their weapons. It was slowly picking off my ships which greatly outnumbered it but they could not get close enough to attack it at all. I saved, removed this mod to test, and reloaded and immediately my ships swarmed and destroyed the lone defender.
Crang 16 May @ 9:34am 
진짜 짱 맘에 든다 제작자는 신이야 :steammocking:
Davi 14 May @ 2:06am 
Awesome thanks!
BaBoFantasy  [author] 14 May @ 2:02am 
@Davi
System scale only will works well wtih BSB. :steamthumbsup:
Davi 14 May @ 1:18am 
Thanks, what about the System Scale from Real Space? It's a different mod to Ships in Scale you mentioned.
BaBoFantasy  [author] 14 May @ 1:12am 
@WRXKiller-GM
Biologic ships and space fauna ships now have Sniper combat neurochips.
BaBoFantasy  [author] 14 May @ 1:11am 
@Lyv
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.
BaBoFantasy  [author] 14 May @ 1:09am 
@Davi
ASB ironman will goes well with BSB and recommended. Ship section mod will be OK. :steamhappy:
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.
Davi 14 May @ 12:33am 
Oh and 'Real Space - System Scale'?
Davi 14 May @ 12:32am 
Would your mod play well with 'Amazing Space Battles' and 'Ship Section Mod' mods?
Lyv 10 May @ 9:41pm 
"A durability modifier for strikecraft was added in 4.0. While vanilla Stellaris does not include repeatable research for strikecrafts, using it alongside Balanced Repeatable Techs allows strikecraft to scale with repeatable techs that enhance ship hull, armor, and shields, helping to resolve balance issues."
But the balance issues related to P slots aren't limited to strike craft—can the durability of missile-type weapons be increased?
WRXKiller-GM 9 May @ 11:40am 
Hey so with the recent update to the mod does that mean you how did these kinds of changes to the unique combat computers for the biological ships? Like how they have the support and suppressive comeback computer or even how one of their major things is that they're supposed to be better at specific things than normal ships like the carrier? And if so can that stuff be listed somewhere?
WRXKiller-GM 4 May @ 9:14am 
Can't wait for when this mod gets updated because all of the new possible stuff that can be added to the biological ships with how their AI work and even how the developers say that they try to open it up a lot more definitely makes it sound like this mod can be improved by quite a bit so can't wait for the update~
WRXKiller-GM 24 Apr @ 9:02pm 
OK but I'm guessing it would have problems if you use the non Iron Man mode. Also I'm guessing you have a few different ideas on how you're going to do the combat computers for the biological ships judging by that other persons comment?
BaBoFantasy  [author] 24 Apr @ 6:17pm 
@WRXKiller-GM
U can use ASB ironman with BSB with no issues.
BaBoFantasy  [author] 24 Apr @ 6:16pm 
@Lyv
Okay! I'll put that on my future update list too.
Lyv 24 Apr @ 6:17am 
Is it possible for you to add the Sniper AI to be used by biological ships?
WRXKiller-GM 16 Apr @ 1:51am 
Hey I have a quick question I see information here about how this mod works with real space mod but I don't see the information about how it works with amazing space battles mod so could you tell me if that might cause us any conflict with this mod or if it is a good thing to have both of them enabled?
MacLaren 6 Apr @ 7:57pm 
@BaBoFantasy You are awesome, thank you so much. Now I can go send out my comically large carrier fleets.
BaBoFantasy  [author] 6 Apr @ 6:35pm 
@MacLaren
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
MacLaren 6 Apr @ 2:43pm 
Hey, new glitch probably caused by the multitude of mods I'm running, but for some reason NSC ships only get access to the Sniper computer from BSB. BSB is loaded below NSC and basically every other mod to boot. Any idea what could be causing it?