Stellaris

Stellaris

Amazing Space Battles
3,331 Comments
Zock Zeleon 9 hours ago 
not sure why, but when using the fauna ships, there fire rate randomly went down to -105%. disabling this mod fixed it.
B2TheW 6 Sep @ 9:51am 
i have two fleets of corvets, 25 in each. One fleet has military power of 320 other has military power of 25
Westheimer 31 Aug @ 1:07am 
Greetings, I wanted to ask. I seem to have set all the mods correctly in the loading order, but my fighters are still falling out of the ship in batches and flying in circles. What could be the reason for this?
LCRstem 29 Aug @ 3:29am 
is it supports 4.0.21?thanks
I tickle fat chicks 28 Aug @ 2:48pm 
i cant tell if this is working or not for me not personally
thanks!!!
Chickenhunt  [author] 28 Aug @ 6:45am 
@دانيال أيفان مولا I am changing the autocannons graphics next update
超级大喵咕 28 Aug @ 6:32am 
crush, need update
Possibly Kim 27 Aug @ 6:32am 
yes multiple people told him including me, but it has been like this for months now
actually i think is a bug perhaps? autocannons used to fire as the gifs you put here and they had shells like coming out like if was a machinegun, now it fires the shells, they rotate towards the enemy ship, let me see if can send a link with pic
damn, did u change autocannon graphics? they dont look as the pics you posted, the pics you posted look way betterrr
Noble 21 Aug @ 5:25pm 
i dont like asking mod creators for updates since its free content done out of volunteering but is it gonna be updated:steamsad:
alma17 18 Aug @ 1:40pm 
sorry to ask, but could you do anything about the strike craft guns, i think their weapons are to big
Angvard 17 Aug @ 10:01am 
Small balance note: the Knights of the Toxic God final boss fight becomes extremely difficult due to the bosses aura (% hull damage over time) combined with the slowed down speed of combat/combat movement. Fleets that are consistently able to beat the final boss on vanilla die with ASB because they get killed by the attrition effect before they can even engage. Perhaps reducing the % damage of the aura to match the slower speed of combat movement would fix this?
Benzaï 16 Aug @ 8:11am 
@Urukkubar I have the exact same problem in multiplayer, sync issues.
The_doctor2006 15 Aug @ 5:55pm 
Awesome its like a battlestar galactica battle
Urukkubar 15 Aug @ 1:41pm 
Does this mod work well in multiplayer? I tried it with a few friends but we were getting a lot of sync problems. We disabled the mod and it ran fine again. Is this a known issue or is it something else? I have no other mods installed.
DaViper 15 Aug @ 12:54pm 
@Foster. My solution was to switch out ASB for ASB Ironman. All of my issues went away. I can blow up asteroids with corvettes again, and the last big 'real' fight was a beautiful sight to behold...even better as I won it. :steamhappy:

While I love the fleet fight side of this (tactical as we say over in Xcom gaming), the problem for me is that mouse control is really SUS, and the UI (what UI? LOL) for the ship fighting is a cluttered mess without serious messing around. For the more "casual", the bling is enough without more headache.

Also, get ready for an avalanche of new patches as PDX is dropping 4.22 release next week. :steambored:
尤里大人-ule 15 Aug @ 10:34am 
Hi, I notice an error on the battle logic when fleet against multiple stations in the system, the fleet will "stuck" between the targets and circling instead dash and fight. normally if your fleet have long range weapon part of ships will firing when rotate in a certain angle.
With the RS- ship in scale mod this will getting worse because your fleet will stuck in this battle FOREVER as their weapon range to far to firing, so is there any solution or patch to this issue?:steamfacepalm:
Foster 15 Aug @ 8:28am 
@Daviper I noticed this bug too. it seems sometimes the modifiers from multiple mods stack, resulting in ships have a -100% firerate debuff. My suggestion is to just keep ASB. Mine fixed when removing ships in scaling and related patches, since it seems to have similar modifiers that stack.
Lokki 12 Aug @ 2:21am 
I suspect we'll have to wait until Chickenhunt returns. Perhaps he's on vacation?
DaViper 11 Aug @ 12:55pm 
Between this, RS, and BSB, something keeps misfiring. A short while back there was the standoff and shoot, then there was the combat strength of '1', and then the shooting issue with corvettes...

My solution was to install ASBIronman. The bling is still there, but now the ships do what they are supposed to. (As far as I can tell anyway. Camera control is kinda' lame for this stuff.)
Boruzhiki 11 Aug @ 9:01am 
ships attack enemy ships one at a time, whys that?
Starfire 10 Aug @ 8:00am 
这个mod会使炮击脑失效,现在它修复了吗?
NiKABE 8 Aug @ 9:09pm 
It seems that there is something wrong with the animation of Gray Tempest's energy sphere
After hitting the target, the energy sphere will stay in place for a few seconds before disappearing.
Dr. Zitro 7 Aug @ 7:09pm 
Hey, just wanted to be sure, but does this mod change fleet tactics in any way? Without this mod, my ships would behave like normal, like they'd charge in and buzz around the enemy. With this mod, my ships would stay in place and just shoot the enemy, sometimes they'd be too far to engage. Like I would send in my corvette fleet to take out an asteroid heading for a pre-FTL but because of the combat computer not all would engage and eventually the asteroid would get out of range.
Cultist Snek♂ 6 Aug @ 2:34pm 
BEST STELLARIS MOD EVER!!!! i can never play without it.
Vivaria—In Vivo 5 Aug @ 9:09pm 
@Noble Oh, yeah, lots lol
If you don't have a similar issue then that means I can narrow it down, though! I'm not sure what might be conflicting, but there's certainly a chance as I'm running just under 100 other mods.
Noble 5 Aug @ 4:16pm 
@Vivaria—In Vivo

I use Downscaled Ships aswell but do not have this issue, are you using any other mods?
Vivaria—In Vivo 4 Aug @ 5:25pm 
I'm using this with the updated Downscaled ships and everything works fine but the effects are, ah, rather large compared to the ships.
Would it at all be possible for there to be a patch to reduce the size of the effects appropriately for downscaled ship mods or would that be too much work?

It's not a deal breaker by any means and I am still only using Corvettes on this save, so the issue may be reduced once I field larger ships, but I figure there's no harm in asking! I'll continue to use this amazing mod either way. :)
woods125 1 Aug @ 7:32pm 
Chicken Hunt, this mod is one of the best in Stellaris. I have used it for years

I had 4.0 without biogenesis and everything worked fine. I just bought biogenesis, I saw you said Maulers weren't working correctly

Just had a battle with 4 ships total, 2 Maulers and the biogenesis frigate (whatever it is called) against a mining drone

The Maulers stood still and did nothing. The mining drone and the frigate stayed at a distance and lobbed shots at each other. They did not approach.

Again, mod worked fine last night without biogenesis, on 4.0, and same mod list otherwise. I just bought biogenesis and same mod list in use, and all 4 ships involved had odd, stationary behavior. So it doesn't seem to be specific to maulers.

I turned the mod off and they fought per vanilla usual. I only have base ASB installed and the enhanced particles turned off
Noble 28 Jul @ 6:03pm 
Are bioship movements bugged at all?
Chickenhunt  [author] 28 Jul @ 3:28pm 
@MARTI3LO I dont want to seem rude but have you given a move order for the fleet?
MARTI3LO 28 Jul @ 1:22pm 
Its normal to ships stay around in one place, after one battle the fleet stay in the same place and dont move
Mr_sTuG 26 Jul @ 10:53am 
I don't know what is causing it but i use this addon alone with the latest patch with All DLC and it keeps causing Desyncs. of "random_count" as soon as i disabled this sole addon it resolved the desyncs for the most part. might be worth trying to look into but i don't know if this addon is causing it or not.
Chickenhunt  [author] 25 Jul @ 1:26pm 
@Hyggin Yes. If you dont like the longer battles you can get the addon that disables it but I recommend keeping longer battles. It can be big noticeable at first, because the vanilla battles literately take 3 seconds.
Hyggin 25 Jul @ 11:45am 
Does this make battles take longer? Felt like my fleets were taking ages just to take down a single outpost
Chickenhunt  [author] 25 Jul @ 6:44am 
@GG_Seven I dont think so. Thats a whole overhaul mod with its own effects. I think they already use some of my effects for lasers etc (could be wrong tough)
GG_Seven 25 Jul @ 5:56am 
Does this mod work with Star Trek: New Civilisations?
Prax 24 Jul @ 8:41pm 
\o/
Chickenhunt  [author] 23 Jul @ 4:48pm 
I am back and motivated to start modding again, made some progress in some small bugs today (thnx for reporting!)
Chickenhunt  [author] 23 Jul @ 4:46pm 
@Noble @Tia Yes

@Marcel Soares No but there is an ironman version in the collection

@Prax ty, behavior will be fixd

@Big Boy Boris @joe @[F.I.S.T] diva.Y.J rl @Reichtag realspace-shps in scaling combined with asb causes fleet strength bug, maybe i can fix idk yet.

@Large_Gremlin Yes

@Sleuth Kog'Maw Its meant to be empty because the effects come from muzzle, its a trick.

@John Helldiver Thats not asb I think

@Deep♂Dark yu can try the modding den discord for help

@General_Qwert64 Yes. All effects only generate when in system view

@J Rockit thnx

@PythonicArgent its not perfect yet, I am looking for a way to make it shoot more 3d
Noble 23 Jul @ 3:42pm 
I don't mean to bother but when will the autocannon GFX thing and the engineer bug be fixed?
Marcel Soares 20 Jul @ 4:45pm 
Is the mod achievement compatible?
Code 20 Jul @ 2:46pm 
Thank you for keeping it compatible with 3.14. I'll remember that.
Tia 19 Jul @ 12:57am 
Also seeing the duplicate (but less effective) engineer trait, traced it down to this mod. I guess it's to go with making slower battles, but for some reason it's not actually replacing the vanilla trait. Very strange. Fixable by remming (put a # in front of every line) out all the lines in !_ASB_admiral_traits.txt and then making it read-only, at least until a fix is found.
Prax 18 Jul @ 6:38pm 
Hey man! This is one of my favorite mods for Stellaris!

Any word on the fix for Maulers? They just float in place getting shot :<
Big Boy Boris 16 Jul @ 12:48pm 
@Blazingdevil
With this mod it slows the battles down by reducing the Ship Fire Rate by a set amount and in doing so reduces hostile fleets like Mining Drones below 0% SFR which causes their fleet power to drop to 1-3.
Large_Gremlin 15 Jul @ 7:54pm 
Does this mod have backwards-compatibility with 3.14?
Sleuth Kog'Maw 10 Jul @ 10:30pm 
With regard to the autocannon gfx bug I'm pretty sure it's just missing an input after "texture = ". In the file under gfx/projectiles/ap_ballistics it's just blank