Stellaris

Stellaris

BSB COMP : Real Space Ships in Scaling
17 Comments
BaBoFantasy  [author] 7 Apr, 2024 @ 6:16am 
@AnotherExample
As you verified, all the changes you mentioned are from RS-SiS.
I'm simply providing a compatibility patch, and to be honest I don't recommend using BSB and Realspace together - although it is possible - so I have no plans to fix that.
Actually, I am also embarrassed by the change that destroys the vanilla settings like that. That change appears to have occurred in recent months.
AnotherExample 6 Apr, 2024 @ 12:50pm 
2. laser is range 8 and plasma is 13. they should be the same range at large slot anyway. Also mass driver is 13, so plasma on 13 is really long.

3. proton launcher also way too high range at 25. kinetic artillery and giga cannon is at 16 comparatively.

I know the ranges is probably not your mod, but the Ships in scaling. Dont know if you can correct the ranges or if u wanna let Annatar know. I can also post this on his I guess.

Would really like to play with the much bigger scale, slower movement, more stragedy and realistic feel to the size of the universe. But with these issues simply cannot :(
AnotherExample 6 Apr, 2024 @ 12:46pm 
I just noticed a lot of weird ranges on weapons - besides the issue of my corvette not engaging. flying outside their autocannon range. So I deactivated it and just play without system scale. But still use your main mod.

But for example
1. missles get extra range with each upgrade like they dont anymore in base game. And the ranges go up to 30 like the longest range which is titan lance.
BaBoFantasy  [author] 27 Mar, 2024 @ 11:40pm 
@AnotherExample
Thank you for all your case reports.
First, I think your point about ship health regen makes sense. I will think about how to solve that problem.
Next, I think the issue of ship combat will require testing on my side as well. A few more questions: Were there any problems in other situations - typical battles between swarm corvettes or against kiting ships?
BaBoFantasy  [author] 27 Mar, 2024 @ 11:39pm 
@CeruleanEyes
Thank you so much for pointing out my script error! What you pointed out is completely correct and that part should be replaced with a scripted variable. I will fix it in a CSS update sooner or later.
CeruleanEyes 26 Mar, 2024 @ 10:05pm 
Hey boss, it looks like you might have missed the min_range on the schiffjaeger cannon / css_sniper_cannon. It's currently set to 45 in the files rather than being linked to one of the scripted variables. That's pushing its min range out past its max range. I can't attest to whether or not it's causing problems, but it definitely looks concerning in the ship builder. :winter2019happysnowman:
AnotherExample 23 Mar, 2024 @ 7:49pm 
Further testing, when turning BSB & this compatch off, the ships fly straight in and starts shooting.

But I would rly not live without the awesome changes BSB gives, like Sniper computer & point defense not affected by repeatable techs or EN/KI modifiers.

Could you look into this?
- Also, side note, maybe important. When this addon and compatch turned on, instead of being able to select between all different computers from the start, with covettes gets replaced by just 1 computer (ie swarm) until first computer tech is researched. Is this how its supposed to be from vanilla, a bug, or intended change?
Sry for the wall of text D: love ur work
AnotherExample 23 Mar, 2024 @ 6:08pm 
Either this mod or SiS is causing this issue I think

My covette swarm comp ships with autocannon & driller lasers (drill drone) is circling destroyer size driller drone. Out of range of their own weapons. My 10k fleet lose to 900 fleet in 50 years from now :P

Using Starnet AI + Iron ASB + Real Space + Real Space System Scale + Real Space Ships in Scaling + Real Space - Ships In Scaling Fix + BSB:Better Ship Behaviors + BS/CSS COMP: Real Space Ships in Scaling.

Any fix? Anyone else experience this? Please
AnotherExample 18 Mar, 2024 @ 8:11am 
Can I ask. Is the Starbase Damage Control building added to starbases from BSB, balanced with the 150% extra armor/shield/hull + the 40% extra regen ships have from Ships in Scaling?

Also the crisis starbases. Just wondering if you have thought about this and it doesnt make starbases immortal
ty for your time
MixedMethods 24 Oct, 2023 @ 8:26am 
Assume this is still needed?
BaBoFantasy  [author] 23 Sep, 2023 @ 12:02am 
@Blackened25
Hmmm that's strange. Could you update this comp patch by unsubscribing and re-subscribing? Maybe that can be a problem of PDX launcher which omits the updates of the mods.
Blackened25 22 Sep, 2023 @ 11:15pm 
Hi, unfortunately it still seems to be not working correctly. If I start a game with the CSS mod enabled it works as intended. Otherwise I still get the 6 or 7 class specific engines selectable.
BaBoFantasy  [author] 22 Sep, 2023 @ 6:13pm 
@Blackened25
I think it should be fixed. Thanks again. :steamhappy:
BaBoFantasy  [author] 22 Sep, 2023 @ 8:37am 
@Blackened25
Thanks for your report. I'll check it out soon.
Blackened25 22 Sep, 2023 @ 12:38am 
After recent update I get a selectable engine of each class type available in the game, from base to colossus with CSS in the title. I'm not currently running Culture Special Ships, which i assume this references.
noor18 31 Jul, 2023 @ 8:06pm 
압도적 감사...
Khepri 31 Jul, 2023 @ 4:23pm 
I can confirm that the patch is working as intended. My fleet maintained formation and did not spread out immensely to orbit at extreme range. Thank you for the patch.