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