Stellaris

Stellaris

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(READ DESCRIPTION)Long Realistic Wars Updated(OBSOLETE)
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17 feb, 2024 @ 23:36
6 maj @ 7:41
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(READ DESCRIPTION)Long Realistic Wars Updated(OBSOLETE)

Beskrivning
NEW VERSION
THIS VERSION IS NOT COMPATIBLE WITH 4.0 PLEASE USE: Long Realistic Wars 4.0
Long Realistic Wars Updated
This mod multiplies the health and morale of army units by 10x, making planetary battles feel like planetary battles. Other values have been adjusted to keep devastation reasonable enough, while also making you consider if landing your troops is worth it or if you would prefer to bomb them out.

If the battles are going on a bit too long for your tastes or you are worried about devastation ruining your game, I would suggest pairing this with More Ground Combat Width from Zaki


Compatibility notes
This should work with any unit mods, and the mod in general should not need to be updated much if at all.
Patches are no longer needed and you can unsubscribe from them and get rid of them and they will not be supported as this mod will cover it all now. Load order should not matter.
This mod only touches the "Defines" folder

Credit to Werety, he made the original mod
46 kommentarer
Neon Astra  [skapare] 6 maj @ 8:24 
this is now sunsetted, meant for 3.14, this will not be updated anymore
updated 4.0 version is here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3476997757
Neon Astra  [skapare] 5 maj @ 10:03 
Should be noted this isn't working with 4.0 and i have tried messing around and getting it to work and it looks like it should but for some reason it is not overriding the base game values no matter what i do. I will keep trying at it in the next few days
Neon Astra  [skapare] 22 apr @ 21:39 
changed it where the devastation should be toned down
Neon Astra  [skapare] 22 apr @ 19:59 
Hmm, it shouldn't be depopulating a planet to 0. The minimum pops that trigger to make it where an invasion doesn't kill any more pops is set to 6. So, unless you have a mod that adds events to battles that affect/kill pops during battle, that shouldn't be happening. I'm currently afk, I'll get home and see what I can do to put out a quick update
Ava 22 apr @ 6:33 
That solved it, thank you for the update!;
However, I have found another issue - high collateral units literally depop the planet before the garrison fall in case units are beefy.

Found the issue when invading flusion (from gigastructures) with landcruisers which have 300% collateral. They have 10k at start (which shot up to 40k cause elites anyway, too long of a siege) and they survived up untill high collateral damage depoped the planet to 0 and garrison just vanished. I guess if xenomorphs are employed here (which have 500% collateral) it would kill everyone even faster lol
Neon Astra  [skapare] 20 apr @ 18:33 
changed it so it should be more balanced, should be just enough where it would still take some time to get max rank, while still being able to get vets
if there is any issues lmk
Ava 19 apr @ 2:34 
Great mod, love the idea.
I have noticed however, that long sieges produce elite forces rather quickly, and this snowballs.
My 20 (16 infantry, 4 tank) army went from 2.5k power when assembled to 10k cause of 3 successful planetary drops earned them Elite level of xp.
I understand that 3 conquered planets is not a small feat but in grand scheme of things I am not sure that AI can counter this snowball now, since even capitals hold about 3k power at best early game. Yes, they improve in long battle too, but it does not matter in the end.
Neon Astra  [skapare] 7 nov, 2024 @ 4:28 
Just an FYI for the future, this mod does not affect many lines of code, and it really shouldn't need to be updated much. The little yellow warning icon is just a precaution, for example, last update after testing it, I went in and just refreshed the version number, that is the only thing that changed.
Loading into a new game and checking to see 1. If the game crashes or 2. If the units have their health and morale changed to the mod values, then you know it works
tilarium 30 okt, 2024 @ 11:32 
Because 3.14 broke it? How did 3.14 brake it? Tell us so that Neon will have an easier time fixing what was broken.
The_Illusive_Man22 30 okt, 2024 @ 11:19 
update please