Stellaris
Better Ship Behaviors
392 megjegyzés
nyyfandan máj. 29., 6:46 
Anyone know if this works with ASB? I know that ASB makes a few changes to things like fire rate to do what it does, for example.
Nikal máj. 26., 7:13 
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  [készítő] máj. 25., 15:53 
@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 máj. 24., 18:59 
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  [készítő] máj. 24., 18:19 
@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 máj. 24., 17:01 
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 máj. 24., 11:14 
And the designs from the savegame file, in case it helps:
https://justpaste.it/kagrn
cg0rz52 máj. 24., 11:12 
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 máj. 24., 11:05 
BaBoFantasy  [készítő] máj. 24., 10:36 
@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 máj. 24., 10:25 
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  [készítő] máj. 24., 10:05 
@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 máj. 24., 9:41 
Both yes.
BaBoFantasy  [készítő] máj. 24., 9:33 
@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 máj. 24., 9:19 
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 máj. 24., 0:46 
I am in desperate need of your mod... is there any way to fix it?>
BaBoFantasy  [készítő] máj. 23., 18:43 
@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 máj. 22., 15:23 
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 máj. 22., 12:19 
@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  [készítő] máj. 20., 11:36 
@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 máj. 20., 5:53 
Is this mod compatible with Amazing Space Battles?
Daniil máj. 20., 3:55 
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  [készítő] máj. 18., 22:05 
@Ahmet
I don't think that kind of issue will occur.
Ahmet máj. 18., 13:23 
Hello, does this mod have any impact on performance?
Animus Yosho máj. 17., 10:45 
@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  [készítő] máj. 17., 7:14 
@The Engineer Pop
그거 갈수록 새로운 것이 늘어나고 호환성 따라가기가 애매해져셔 없앴습니다 ㅠㅜ
The Engineer Pop máj. 17., 2:26 
검색하려고 해보니까 안 되는데, 제작자분이 만드신 모드 중 레비아탄의 행동 방식을 개선하는 모드도 있었던 걸로 기억하는데 그 모드는 이젠 이 모드에 포함된 건가요?
BaBoFantasy  [készítő] máj. 16., 18:12 
@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 máj. 16., 15:03 
저도 초반 게임에서 마울러가 항성기지를 안 때리고 빙빙 도는 현상을 겪었어요
Animus Yosho máj. 16., 14:59 
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 máj. 16., 14:54 
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 máj. 16., 9:34 
진짜 짱 맘에 든다 제작자는 신이야 :steammocking:
Davi máj. 14., 2:06 
Awesome thanks!
BaBoFantasy  [készítő] máj. 14., 2:02 
@Davi
System scale only will works well wtih BSB. :steamthumbsup:
Davi máj. 14., 1:18 
Thanks, what about the System Scale from Real Space? It's a different mod to Ships in Scale you mentioned.
BaBoFantasy  [készítő] máj. 14., 1:12 
@WRXKiller-GM
Biologic ships and space fauna ships now have Sniper combat neurochips.
BaBoFantasy  [készítő] máj. 14., 1:11 
@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  [készítő] máj. 14., 1:09 
@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 máj. 14., 0:33 
Oh and 'Real Space - System Scale'?
Davi máj. 14., 0:32 
Would your mod play well with 'Amazing Space Battles' and 'Ship Section Mod' mods?
Lyv máj. 10., 21:41 
"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 máj. 9., 11:40 
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 máj. 4., 9:14 
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 ápr. 24., 21:02 
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  [készítő] ápr. 24., 18:17 
@WRXKiller-GM
U can use ASB ironman with BSB with no issues.
BaBoFantasy  [készítő] ápr. 24., 18:16 
@Lyv
Okay! I'll put that on my future update list too.
Lyv ápr. 24., 6:17 
Is it possible for you to add the Sniper AI to be used by biological ships?
WRXKiller-GM ápr. 16., 1:51 
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 ápr. 6., 19:57 
@BaBoFantasy You are awesome, thank you so much. Now I can go send out my comically large carrier fleets.
BaBoFantasy  [készítő] ápr. 6., 18:35 
@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