Stellaris

Stellaris

Compact Armadas (Better performance!)
151 Comments
Raidboss_L  [author] 17 minutes ago 
@Vandhal Starbases are "almost vanilla" they get extra shield and armor that have vanilla numbers. since weapons are bit much, i didnt do new sets for every weapon, but instat nerfed starbases firerate to 10%, as theres not many buffs to starbase firerates anyways. So this means that the gun torpedos etc are not that strong as you would think, since, less firerate.
Raidboss_L  [author] 19 minutes ago 
@Big Pope Man and @xdTechniker25 i have already made a fix for this, im fixing something else too befor pushing it.

@Reiklandraider what do you mean with titan beam platforms? do you mean the ion cannon platforms? Cause they can still be build but i limited them to 1 per starbase. Do you have trouble building one?

@DefactoAle and @Craghorn maybe in the future, for now i want to enjoy my mod myself a bit and look to have everything really fixed ^^ but i plan to add nsc3 and gigastrucutres.

@Starne idk that mod but the components might work ya, but they will feel completly useless and underpowered ^^´
Vandhal 53 minutes ago 
Probably unintended but the weapons gained from starbase weapon modules (gun turret, torpedo batteries) dont have their price upscaled. 600 power from just 50 alloys lol. Playing Wilderness if that matters.
Big Pope Man 3 hours ago 
i've come to corroborate what xdTechniker25 said about it breaking the Deep Space Citadel.
Great mod regardless.
Craghorn 3 hours ago 
Also, if possible ofc, can we ask a "customized" mod, so we can choose modifiers x10, x20, x30 etc, will be great to use with powerful mods.
Starne 3 hours ago 
How compatible would this mod be with mods that add new types/tiers of ship components like ESC?
DefactoAle 4 hours ago 
A NSC3 patch would be amazing
Craghorn 4 hours ago 
Top mod thank you, can you please do a patch for NSC? <3
Reiklandraider 4 hours ago 
@Raidboss_L with the way the starports are set up you cant use the titan beam platforms anymore, is that intentional?
xdTechniker25 4 hours ago 
Hey I found an issue, I can´t equip any armor of shields etc on Deep Space Citadels. It tells me that I can´t save the design wehn using Vanilla aror due to "is NOT of the Depp Space Citadel I / II / III size".

As in because large slot armor and shields being limited to starbases I can´t equip them on the Deep Space Citadel.

Otherwise I have been really enjoying your mod. Interested how it will solve my endgame lag.
Raidboss_L  [author] 4 hours ago 
@Baron Porkface do you think its too unbalanced that way? It should actually be kind of 1to1 vanilla state with everything set up x10 and the limit of ships you can get that way, hardlimited to 1
Raidboss_L  [author] 4 hours ago 
@Si O'son ehm thanks i guess.. xD i hope it really works now so you can enjoy and not have that spacefauna eat up your earlygame
Raidboss_L  [author] 4 hours ago 
@EkzoKex ty i use that page very often actually but i couldnt find much about cutholids. Its also not always that up to date if you search for soemthign atlast i think so
Si O'son 5 hours ago 
Lowkey love you raidboss
EkzoKex 5 hours ago 
@Raidboss_L Use https://stellaris.paradoxwikis.com/Stellaris_Wiki , if you don't know about some aspects of the game). It helps me often.
EkzoKex 5 hours ago 
Stellaris is full of nuances, and the developers made the right bet on feedback. Mod creators need this, too. Your mod is much needed until the official team fixes their issues.
Baron Porkface 5 hours ago 
I think you shouldm increase the price of ships from the salvagers enclave
Raidboss_L  [author] 5 hours ago 
so if noone finds another bug in the next 2 minutes, i can, finally, play with my own mod xD
Raidboss_L  [author] 5 hours ago 
@EkzoKex ha i accidently made cutholoids broken lol i didnt even know they had that ability! lol

Pushing an update, i changed their shipdesign, they should have more dps now but cant just eat away your ship anymore. I hope so xD
EkzoKex 5 hours ago 
@Raidboss_L I used 2 corvettes, both were eaten by a "live" asteroid =)
Raidboss_L  [author] 5 hours ago 
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOH i think i get it now. The cutholoids maw slot weapon just instakills one corvett... aaahh... so if you do that event with 1 or 2 corvetts, you either instalose or you lose 1 and the second will insta emergencyjump as the fleet lost 50% of its hull.. NOW I GET IT. damn so i need to take away cutholoids ability
Raidboss_L  [author] 5 hours ago 
@EkzoKex you need to help me understand what is the trouble. i looked into code,
so once you trigger it, the cutho eats your scientist, thats a scripted event, then you send in your corvette to rescue, and if im not wrong, if you beat it with your fleet, it dies, and th scientist survives?
Raidboss_L  [author] 6 hours ago 
@EkzoKex im not sure but i thought you need 20 naval cap to be able to get back your scientist, is it actually 20 "ships"?
Raidboss_L  [author] 6 hours ago 
@GameFreak i thought i did fix that already lol but it should be now, next update will have that. (Costs are x10 and you can only get the deal one time per shipclass)

@Reiklandraider Hm it should actually work as intended there, i did a recalculation with how i set the modfiiers..
And LOOOOOOL Ya that wasnt intended xD I looked into it, the souls aura grants 5 plattforms.. Well since plattforms from this mod are as strong as 10.. Thats effective... 50... xD
I nerf that down to only one platform, so the time it took to grant you 75 defence platforms slots will now be 15, which is much closer to vanilla.
EkzoKex 6 hours ago 
There's a problem with cutholoids: my scientist on a science ship was captured by a cutholoid. Because cutholoids have a devouring maw, even with two or more ships, you can say goodbye to the scientist and his ship. I won't mention the cost of warships at the beginning of the game. I think this needs to be balanced.
GameFreak 8 hours ago 
Hi love the mod so much , just there is one exploit which is the salvage enclave especially if you find them early game you dominate the game the ships are very cheap like for corvette 120 credits and the same for destroyer and cruiser they are cheap
Reiklandraider 8 hours ago 
@Raidboss_L 2425 and I am 800 naval above my limit of 760, also, you might want to look into the whole free defence platforms that the shroud entities give you, cause I got like 75 defence platform slots worth of defence platforms for free, giving me, a 350k station for free >.< everywhere!
Raidboss_L  [author] 9 hours ago 
@Baron Porkface you mean, if theres more ships, ai will always target the next close one instat of focusing down? Idk if its thatway stellaris ai battle works. The emergency jump shouldnt start if one ship is below 50% hull. Btw i saw in the code, that there are events that trigger fleets to immediate make an emergency jump. Cutholoids have that code.
Raidboss_L  [author] 9 hours ago 
@MrNibbles the min. cost for the corvette to swap to flak+two lasers is just incerased by factor 10 too, so oyu might wait to have that minimum i guess. i mybe should put corvettes prefered design to flak+ 2 lasers, i aswell only use that. the one it starts with in vanilla is really bad

@Reiklandraider ya i think that is due to no fleet spawning, it instantly goes into "fleet is gone" mode and sets this message up. Which year and whats your max. naval cap, were you testing it? Cause the astral fleet scales of both, years passed (max of 200) and your naval cap.
Baron Porkface 9 hours ago 
i'm starting to think the problem for npc battles especially in corvete warfare is more guns fired upon fewer targets. Perhaps a global defense hike?
MrNibbles 10 hours ago 
Oops. Belay my last. While letting time pass it just kind of finished… I’ll come back here if it happens again
MrNibbles 10 hours ago 
Hello! Deeply intrigued by this mod so I decided I’d start a new run with it and see how much it helps with lag. Just started so I can’t comment on it quite yet, but I did have one question.

Are ship upgrades also affected by these timescales? I usually swap my starting corvette design to a Flak Battery and Two lasers at start. Then I upgrade my starting corvette and carry on. For some reason it looks like the upgrade is not progressing though? Two years and no progress.
Reiklandraider 10 hours ago 
@Raidboss_L the astral fleet spawns I think? but I get a message it has returned to the astral plane instantly
Raidboss_L  [author] 12 hours ago 
FLSoz so you basicly want me to have inline scripts for wverything so you can to write a script that checks a mod, adds m, inlinescripts to their damage, costs, shielding, armor and hulls? And be able to change the x10 number in those inline scripts? As said, changing that x10 would not be a good idea as my changes to fleets from fleet events and crisis will still remain. Increasing would not change anything outside of unchanged events bekomming much easier while turning it down would escalate crisis power and fauna power immense. If you want crisis x2000 that ofcause could be your way
FLSoz 13 hours ago 
@Raidboss_L I would have to make changes to other mods either way (if i decide to, likely using a script of some kind).

What I was thinking was, if you make changes to enable something like this, and then I want to make changes to try out global x20 or global x5 instead of global x10. If there is something with inline scripts and scripted variables in place, then I only have to go tweak a few numbers instead of dealing with the individual components.

I also really don't want to have to deal with csv if I'm writing a script to automate patch mod generation.
Raidboss_L  [author] 13 hours ago 
@FLSoz i will look into it but, if it works and i do my own inline scripts that way, how does that help make the mods compatible? As its the other mods that need such inline scripts that you can simply increase by an x10? As alot has that already, if its used well, putting a 30 there would already make the damage dcalled up.
If you put mine from x10 to x1 to get that to the balance of other mods, you would actually screw balance for everything thats not touched by my mod. The swarm 4example would turn into a x10 crisis.
FLSoz 14 hours ago 
@Raidboss_L I had a hunch, so I checked AOT (Acquisition of Technology) code. You can actually do math for e.g. damage. I suspect you can do it for the cost as well.

They do it using inline script. I checked common/component_templates/!_aot_3_components_weapons_sigma.txt for a sample where inline scripts are used on the base component level. They reference the inline script common/inline_scripts/weapons/aot_sigma_weapon_damage.txt where they do the mult.

The entire inline script is:

damage = {
min = @[ $MIN_DMG$ * 3 ]
max = @[ $MAX_DMG$ * 3 ]
}

and is called like this:

inline_script = {
script = weapons/aot_sigma_weapon_damage
MIN_DMG = @min_plasma_m
MAX_DMG = @max_plasma_m
}

the scripted variables here were defined at the top of the file, but they should work even if they were defined in common/scripted_variables
Raidboss_L  [author] 14 hours ago 
@FLSoz thats for sure. Thats why any compatibility patch needs to copy each new component and x10 it 😮‍💨

@Baron Porkface ok thats strange. Are you using other mods? If not maybe cthulloid themself work via some multiplier when it comes to the making enemy fleets energency ftl jumpijg 🤔 because i really dient touch emergency jumps or the threahhold to do them. I will dig into cthulloid code
Baron Porkface 15 hours ago 
I'm also having trouble with the evil asteroid that is a cthulloid. They instazap my "10x stronger' corvettes despite me having greater fleet strength.
FLSoz 15 hours ago 
@Raidboss_L purely speculative - i haven;'t played with the balance changes yet. This is based on mod compatibility, because without any changes on other mods' side, they all become instantly underpowered compared to the rescaled vanilla components
Raidboss_L  [author] 15 hours ago 
@Reiklandraider can you click it but nothing happens? I was sure i have set s minimum lol (dividing by ten would actually make the astral fleet not spawn anything the first and i think second time till the third?) But i will look again and set a minimum
Raidboss_L  [author] 15 hours ago 
@FLSoz if you know a way to actually multiplicate? As far as i found in the code, i could only add additive buffs. This means if you add a additive buff, you throw of balance cause every other buff is less strong. I feel its actually easier to open the .csv and change the damage numbers you think are too strong if balance is not good that way. But to ask, what do you feel about balance right now? What do you not like?

@TropicRanger101 and G-Lew i looked into the code of both mods. There are very much poointd were they and my mod overwrite each other. So they are not compatible yet and a patch for compatibility would need to be done
TropicRanger101 16 hours ago 
Do this mod works with NSC3 and Gigastructure mods?
FLSoz 20 hours ago 
Is it possible to move all components out of the csv and into script to allow for easy rebalancing via ptach mods?

e.g. set weapon component damage/health as some base number * a scripted variable that can be tweaked?
G-Lew 22 hours ago 
Would be awesome if there was an nsc patch for this. If anyone makes a patch for nsc, please post it in the comments.
Reiklandraider 23 hours ago 
@Raidboss_L the astral plane summoned fleet dosnt work anymore
Risker the 34th 23 hours ago 
@Raidboss_L Right!! I loved playing with fewer, stronger ships but it made wars so painful to fight because it would take like 10 years to build a battleship even with a ton of buildspeed modifiers. I so wanted to just go into the mod files and change the timings but i couldn't be bothered to find which folder was for that mod lol.
Raidboss_L  [author] 2 Oct @ 2:28pm 
@Risker the 34th a titan needs 5 years to be build without modifers to build speed. With my mod its doubled to 10 without buildspeed modifiers. Thats long, but thats a big big titan. But now imagine 10x???? That would be 50!!! YEARS xD Na that doesnt work. Thats just too much. And not balanced at all.
Raidboss_L  [author] 2 Oct @ 2:25pm 
@MafiaBossJoe i did look into the files from Real Space - Ships in Scaling
--> Their mod and mine overwrite the same files.
You wouild have to load my mod after theirs , in the load order. But thatway i overwrite real space´s speed. You wouldnt be able to use that command from real space to have faster ships. Oh and ships wont have 1.25 speed outside combat and 0.75 speed inside combat, my mod would overwrite that so they have 1.0 speed everywhere. If you can live with that, you can play with both. If you load my mod befor real space, you will have them overwrite the x10 damage and some of the x10 costs, i wouldnt do that if i were you. But there you go.
Risker the 34th 2 Oct @ 2:06pm 
Ok, forever ago there was a mod with a similar idea but it increased the build times by 10x and it was so painful. I don't think double would be too bad though.