Stellaris

Stellaris

Better Ship Behaviors
430 kommentarer
Avalanche 29. sep. kl. 6:12 
업데이트 해주세요~
iadel 28. sep. kl. 18:09 
업데이트 해줘잉~
BadAim 24. sep. kl. 10:31 
Is this still needed for 4.1?
The Engineer Pop 9. aug. kl. 20:53 
It seems that Ihave the same proem with Align too. And I saw the ships with Sniper computer approach to targets as close as them with Line computer.
kevinwu123 28. juli kl. 12:32 
If Sniper-battleship stop at the maximum range,then only XL weapons can fire on target,right?

Could it be any possibility to “Customize” what range to stop,ensure all the weapons can fire?
Align 27. juli kl. 11:53 
Hm... The Sniper combat computer shows up and affects range as expected, but the ship behaviour seems to be the same as regular Artillery computers - they very slowly move towards the enemy while firing. On the bright side, they aren't turning away from targets, so my battleships can keep using their XL guns, but...
napamathguy 25. juli kl. 14:47 
Is there anything that can be done with automated civilian ships? For instance, I tell them to survey. So, of course they spend 1.5 years traveling to survey one system. A system that is right next to another science ship that is also auto-survey. (Same thing happens with auto-backfill constructor ships.)
Pinenuts 9. juli kl. 7:05 
오! 감사합니다
BaBoFantasy  [ophavsmand] 9. juli kl. 3:06 
@Large_Gremlin
Since I'm a solo modder, I don't have the capacity to support older versions.

@Pinenuts
네 됩니다. 다만 ASB ironman 을 쓰시는 걸 더 추천하고요, ASB 를 쓰더라도 함선행동은 BSB 의 행동으로 덮어씌워질껍니다.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1880071041
Pinenuts 9. juli kl. 2:09 
Amazing Space Battles과 호환이 될까요?
Large_Gremlin 5. juli kl. 0:06 
Does this work on pre-4.0 versions?
Amon Grabmore 29. juni kl. 7:09 
@BaBOFantasy can we talk on dc its easy this way we are already frends?
BaBoFantasy  [ophavsmand] 29. juni kl. 5:54 
@Amon Grabmore
Could you please describe the issue in more detail?
Do you mean that you're unable to equip the Sniper Combat Computer on the Stinger, or that it can be equipped but the ship behavior is acting strangely?
Amon Grabmore 29. juni kl. 5:42 
@BaBoFantasy Could you see if you forgot about Bio Ships? I'm not a modder and maybe im totally wrong, I looked at your files and for example stingers are not classefied as battleships if im not wrong. So i have the problem that Stingers dont work with the Sniper Combat computer.
Sorry if im wrong but it looks like this for me.
DanielAir 27. juni kl. 17:48 
I understand, thanks. To be clear, I am currently using Better Ship Behaviours, with the proper load order described here.
BaBoFantasy  [ophavsmand] 27. juni kl. 17:38 
@DanielAir

I've checked both the thread and your comment.

You're right. This issue might have existed since the beginning of Stellaris, but for much of the game's history—until around a year or two ago—ships essentially just rushed into combat.
Because of that, the problem didn't really surface unless someone added new ship behaviors through modding.
However, with the recent changes to vanilla Stellaris' Artillery and Carrier combat behaviors, ship engagement ranges have increased and made the issue much more visible.

It looks like that save was played in a no-mod environment. In fact, even that save file works fine if you load it with the Better Ship Behaviors mod enabled.
Please check my forum post here:
https://forum.paradoxplaza.com/forum/threads/ship-in-combat-circling-issue-and-the-solution-i-suggest.1746912/
DanielAir 27. juni kl. 12:38 
(it includes a screenshot)
DanielAir 27. juni kl. 12:38 
I searched around for a bit and it's either: an issue that has started happening in 4.0 (according to a post on the pdx forums), or a much older issue since I've seen some really similar stuff on reddit. Here's the link do the forum post: https://forum.paradoxplaza.com/forum/threads/stellaris-fleets-unable-to-attack-transport-ships.1745683/
BaBoFantasy  [ophavsmand] 27. juni kl. 11:02 
@DanielAir
That's quite strange. Such issues almost never happen if my mod is used correctly. Could you share your mod list and a screenshot? If possible, please also include a save file.
DanielAir 27. juni kl. 9:17 
second time the stupid "can't attack transport ship" problem has happened to me in my 50-years-in campaign. The fact that this bug appears to be in the game for at least 7 YEARS and they still haven't fixed it is insane. Would it be possible to make transport ships just auto-jump with the rest of the fleet when they're the only ones left?
dan1001 16. juni kl. 14:30 
undeadpredator.
this is my user name i have sent ya a message on discord
dan1001 16. juni kl. 10:59 
I do it when I am home at work atm
dan1001 16. juni kl. 10:54 
Okay will do thanks
BaBoFantasy  [ophavsmand] 16. juni kl. 10:09 
@dan1001
Could you possibly share your mod playset? If you use Discord, feel free to contact me there as well. You should be able to find me under the name BaBoFantasy.
dan1001 16. juni kl. 9:07 
It is only happening with this mod cause I remove it and it's fine! Unless there is any clashes with nsc
BaBoFantasy  [ophavsmand] 16. juni kl. 3:29 
@dan1001
I don't think that's an issue with my mod. It seems more likely to be a problem with a ship or component addon mod made for a version prior to 4.0.
dan1001 15. juni kl. 8:34 
hey i am having issue with titans for bio ships, getting 'SHIPDESIGNER_SAVEFAIL_MISSING_REQUIRED_COMPONENTS'
everytime i try build a ship template so i can't build titans
BaBoFantasy  [ophavsmand] 13. juni kl. 17:34 
@Oliveira
Thank you! I’ll check it out!
Oliveira 13. juni kl. 17:07 
Hello, BaBoFantasy — I created a mod that translates and revises the localization to pt-br of various Workshop mods. I use your mod in my playthroughs and have translated/revised it here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3498553777
Xenon Dragon 9. juni kl. 20:39 
Thank You, this saved my game.
My fleets kept getting stuck doing circles whenever an enemy transport ship or something came around.
TomKazansky 8. juni kl. 5:46 
아하! 관련파일을 삭제하니까 됬습니다!
TomKazansky 8. juni kl. 4:41 
혹시 ESC NEXT 에서 나오는 드레드노트 컴퓨터가 활성화가 안되는데.. 어떻게 방법이 없을까용
namusan 7. juni kl. 17:02 
심우주 성채 뺑뺑이가 너무 화나서 쓰려는데 저장된 게임에도 작동되나요?
Amon Grabmore 6. juni kl. 10:04 
@BaBoFantasy i have 2 questions my enigma battlecrusers have 4 M slots I have gauss cannons in them i notice that this still get the ships to close in on the range of my mid ranged wapons or am I missing somthing? i thought it uses the range of its longest range weapons. Second question does it use the base range or the real range.
Thanks anyway the mod is still a blessing
thryllth 31. maj kl. 15:51 
The fact that without this mod my Maulers fly around in circles slowly getting slaughtered by fleets less than half their size is the best advertisement for this mod.
alankraskow 30. maj kl. 18:14 
@BaBoFantasy thank you for reply ^^ adding this awesome content to my playlist now
BaBoFantasy  [ophavsmand] 30. maj kl. 18:10 
@nyyfandan @alankraskow
ASB and BSB is fully compatible.
alankraskow 30. maj kl. 13:13 
@BaBoFantasy me and @nyyfandan would like to know if it works with ASB?
nyyfandan 29. maj kl. 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 26. maj kl. 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  [ophavsmand] 25. maj kl. 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 24. maj kl. 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  [ophavsmand] 24. maj kl. 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 24. maj kl. 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 24. maj kl. 11:14 
And the designs from the savegame file, in case it helps:
https://justpaste.it/kagrn
cg0rz52 24. maj kl. 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 24. maj kl. 11:05 
BaBoFantasy  [ophavsmand] 24. maj kl. 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 24. maj kl. 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  [ophavsmand] 24. maj kl. 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.