Stellaris

Stellaris

4.0 Cross Mod Compatible Fleet Size Reduction
26 kommentarer
Freakshow  [ophavsmand] 31. maj kl. 8:53 
Updated, finally. Enjoy your slightly less laggy games. :)
Scout 26. apr. kl. 4:28 
Can you remove the double cost debuff for AI colony ships? I *think* the extra cost means that they often just never expand. Had a couple games where the AI didn't even colonise their guaranteed habitables by late game
Fawkess 5. apr. kl. 5:07 
Ran into an issue using this mod alongside Zenith of Fallen Empires 4.0, game version 3.14.
On my save I became an ascended empire and everything worked fine, until I reloaded the save game and I noticed my fleet power was suddenly slashed to 1/4 of what it was prior.

I did a little bit of rooting around, disabling and enabling mods to pinpoint the culprit and it came down to this mod. Turns out it appears to treat the modded ascended empires as if they were a scripted AI empire like a FE or Khan, and automatically gives the ascended empire nation the tech that nerfs their fleet power.

It also seems to have borked the entire save, reverting to a save before becoming an ascended empire still has the tech. I also tested it on an AI ascended empire in the same save game and found they had the tech that nerfs fleet power as well so it wasn't a fluke.

Hope you can find a fix for this!
Freakshow  [ophavsmand] 28. aug. 2024 kl. 17:48 
Scripted fleets usually ignore fleet cap, but I will look into it
Projectile Vomit 28. aug. 2024 kl. 7:53 
I noticed that every raid from a marauder empire is abandoned right after it started now.
Could it be that the delayed reduction in fleet capacity, after the fleet gets created, causes this?
They are suffering losses and abandon the raid.
Freakshow  [ophavsmand] 21. aug. 2024 kl. 6:38 
Should work fine still. Maybe making this a tech might fix that, but I see no reason to change atm if it isn't causing any harm.
Projectile Vomit 19. aug. 2024 kl. 7:20 
Hi, thanks for the update. No more fleet size zero fleets :)

Now newly created fleets have a higher fleet capacity for a while.
For example, I have two existing fleets with 135 fleet capacity (so this seems to be the desired value)
If I now click on the “Create new” button in the fleet management, a new fleet with a fleet capacity of 202 is created.
After a while, a check is apparently carried out and the new fleets capacity is then reduced to 135.
This results in fleets with a higher fleet capacity than they should have. 190/135 i.e.

Does this work as intended?
Freakshow  [ophavsmand] 16. aug. 2024 kl. 15:49 
updated
Freakshow  [ophavsmand] 16. aug. 2024 kl. 11:53 
So I have learned halving fleet command limit is too much for the fleet manager to compensate for, because at some point in its calculations the fleet command limit dips below 0. To remedy this the fleet command limit will be -25% instead of -50%
Freakshow  [ophavsmand] 16. aug. 2024 kl. 10:57 
recreated the issue, yeaahhhh thats a problem. I'll make this a tech researched at game start rather than a modifier, might make it play nicer with the game
kibitz! 15. aug. 2024 kl. 13:21 
I have also experienced the 0 command limit/fleets constantly multiply with empty fleets issue unfortunately.
Freakshow  [ophavsmand] 15. aug. 2024 kl. 9:32 
Ill look into this, there shouldn't be changes to fleet behavior. All it adds is a static modifier and on actions
Pradeth 14. aug. 2024 kl. 2:47 
To add to this:
All fleets also move south, without stopping, for some reason.
I watched mine and a FE Fleet split into ever smaller pieces and just move down until the ships went off my screen.
Projectile Vomit 14. aug. 2024 kl. 0:14 
Update: It's not a mod conflict. Disabled all other mods. Same result. Every ship build is put in a new fleet. Merging not possible because Fleetsize would be larger than "0".
In the fleet manager hundreds of "0" fleets are created.
Projectile Vomit 13. aug. 2024 kl. 23:32 
Since update, the game creates hundreds of fleets with 0 fleet capacity. First I thought it is a save game issue, but happens in a new game too.
Mods used in this load order: NSC3, Immersive Galaxy reborn, Cross Mod Compatible Fleet Size Reduction, Kurogane 2.0, Fleet formation Mod V2, UI Overhaul Dynamic, Additional console commands
Freakshow  [ophavsmand] 13. aug. 2024 kl. 18:26 
Updated for the command limit
ieis hrifi 10. aug. 2024 kl. 7:02 
I've been wanting to make a mod that is as flexibly all-encompassing on the topic as this, but didn't have the knowhow. Great job on this! And I definitely agree on adding a percentage nerf to the command limit as well.
Freakshow  [ophavsmand] 2. aug. 2024 kl. 18:05 
@Heretic Burger Thanks I'll check it out. Ill turn it into a submod. I already have a change planned for this one to also affect command limit, after playing for few decades i realize this needs that too
Heretic Burger 2. aug. 2024 kl. 17:06 
Looks like a great feat for game downscaling. I myself am something of an amateur enthusiast in that area. Actually, I have a simple script that can nerf non-playable AIs down a peg. Nothing fancy, in fact it's probably a bit crude. But I hope you find it useful regardless.

non_playable_nerf = {
area = society
cost = 0
start_tech = yes
tier = 0
category = { military_theory }
ai_update_type = all
potential = {
NOT = {is_country_type = default}
}
modifier = {
ship_armor_mult = -0.5
ship_shield_mult = -0.5
ship_fire_rate_mult = -0.6
ship_orbital_bombardment_mult = -0.5
ship_piracy_suppression_mult = -5
ship_disengage_chance_mult = -1
}
}

(Numbers not final, obviously.)
Freakshow  [ophavsmand] 1. aug. 2024 kl. 16:39 
This does not affect crises or FEs
Jorgin™ 1. aug. 2024 kl. 7:13 
so this does not affect crises or FEs?
Sedmeister 27. juli 2024 kl. 16:22 
In general, I don't think it will be that big an issue, it will just kick the can of dealing with space fauna down the road. The only exception will be if your Empire spawns behind a choke point occupied by space fauna in the early game.
Freakshow  [ophavsmand] 25. juli 2024 kl. 7:13 
@Sedmeister The modifier does affect generic ai Empires too. I suppose it may take a little longer to challenge space fauna than usual, I didn't change anything about that because I have no clue how I'd pace that in a non intrusive way. I typically ignore space fauna in my playthroughs so if you have any suggestions let me know, I can make a submod that can integrate it.
Sedmeister 24. juli 2024 kl. 18:53 
Thank you so much. I'm about to use it for the first time.

Does it reduce AI empires fleet sizes or do they ignore penalties and build past them? How does it work against space fauna? Does it just take longer to engage them (until you research relevant counter weapons, amass enough alloys and so forth)?
Baka Racker 22. juli 2024 kl. 10:42 
Hmm, this looks like it could pair well with "AI Game Performance Optimisation".
Manko 22. juli 2024 kl. 6:26 
This is great, thanks for putting it together, and for an approach that works with a variety of mods without compatibility patches. I'd been trying this that uses a similar approach: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3285457581 which worked but was too extreme a cut for my liking.