Stellaris

Stellaris

Amazing Space Battles
3 400 kommentarer
Anxiety 24 minuter sedan 
Man this mod made me buy the game, you are an artist... thank you so much for the amazing work i gave all the gifts i got, one thing, when ships approach to a starbase they slow down so much before their weapons got in range (i am only using laser).. so it takes around 10 second before they start to shoot.. it annoys me i wonder why
Noble 20 timmar sedan 
ive never had an issue with 1 damage ships or anything, i think its a mod conflict for certain people but i could be wrong.
Chickenhunt  [skapare] 23 timmar sedan 
@LordPhaedra Then the increase was probably caused by that stellaris update and the changes they made
LordPhaedra 23 timmar sedan 
It was really weird I had started a new save like a few days ago and everything was normal, had a normal battle, and then a few days into playing after 4.2 came out, my fleet power skyrocketed even though I only had 10 corvettes. And yeah this is the first time I’ve had this issue.

I have normal real space but I don’t have system scaling, and nothing I could think of that changed base ship values
Chickenhunt  [skapare] 26 nov @ 14:18 
@LordPhaedra Do you use any mods that change base system scaling or basic ship values?

Do you have this always, every game or only on specific shipsets or origins/government used?

Im just trying to pinpoint the potential origin of the issue here.
LordPhaedra 26 nov @ 14:02 
Really? I don't have system scale tho
Chickenhunt  [skapare] 26 nov @ 13:05 
The 1 damage per ship bug is always a conflict with "real space systems in scale" mod

but I shall take a look if its easy or possible to make compatible
LordPhaedra 26 nov @ 12:58 
Did the damage bug get fixed?
perl 26 nov @ 11:00 
I wish the new psionic components from Secrets of the Shroud (like shroud torpedos and strike craft) used ASB gfx
Chickenhunt  [skapare] 26 nov @ 8:31 
Hello everybody.

After some initial testing with Infernals DLC: The mod is WORKING.

Obviously just like before Infernals there are still some small bugs such as maulers and autocannon graphics not working correctly but I am working on fixing those atm.

idk when that is completed because of my limited free time (been this way the past 2 years) but its coming along right now.

thnx for your patience guys :)
Chickenhunt  [skapare] 25 nov @ 12:06 
@Cyber Yeah, I do know about those issues, I maintain a clear to-do list lol

Thank you for donating :)
Cyber 25 nov @ 11:03 
Great to see you'll be updating the mod, was concerned when you said "if" in an earlier comment just because there are def some other issues going on. Looking forward to it! My all time fav and must have mod :Gifting:
LordPhaedra 25 nov @ 9:54 
All good no rush
Chickenhunt  [skapare] 25 nov @ 9:51 
I am not at my home pc right now.

I will look at the Mod and DLC update tomorrow and see if there are more problems
LordPhaedra 25 nov @ 9:48 
Appears that this mod causes weapon components to say they do between 1 and 1 damage yet have an average damage of 1000, causing my fleet of 10 corvettes to have 46k fleet power
Yuuki 24 nov @ 19:30 
The autocannon texture issue has been around for a long time; please fix it, author.
Chickenhunt  [skapare] 24 nov @ 5:19 
Dont worry, if the mod stops working because of infernals dlc I will fix it.
DoTheCharlieKirk 23 nov @ 19:04 
This not being updated sucks, can't play stellaris without it.
MartianLeo 18 nov @ 4:45 
is this compatible with
Extra Ship Components NEXT?
batatafritada 16 nov @ 15:53 
society ethics prevents me from throwing hands with the dude below me
hexosecurity319 13 nov @ 5:37 
Cool animations... but it's just that. Animations.
It really doesn't add nothing interesting to the game.

Cool stuff though.
Noble 11 nov @ 22:42 
is this ever getting updated :steamsad:
lynx 9 nov @ 10:35 
strike craft seem to form a pilar when fighting 1 shotting ships
Zeiram 7 nov @ 2:28 
To resolve issues with Ancient Strikecraft not engaging: go into this mod's local folder > common > component_templates > open !_ASB_weapons_archaeotechnology > scroll to the bottom until you find ### Strikecraft > change speed, rotation speed and acceleration to the original values of 700, 0.8 and 1 respectively > save changes.

Also consider deleting alt_strike_craft_weapons if you want to restore clear green visuals for its weapons. Found under: gfx > projectiles.
zlygosc 6 nov @ 10:27 
Mod works really good together with Better Ship Behaviour. The only major problem I had was related to bio ships with ancients flighters (bio version). For some reason they did 0 damage to scavenger bot and other mini bosses.

Question to the author: Fleet movement during combat is slower, how does it effect maulers? I mean they should be fast and charge at enemies, but I have a felling that they just die at a long range doing nothing. Is it expected behaviour? Sorry, but default stellaris combat is a mess, so I maybe don't understand how it should work.
fubar 31 okt @ 7:37 
@OKAWARI I had the same issue! Tried rocket corvettes but they just fired their missiles and stayed where they are until my enemy swarmed them
Lance 30 okt @ 13:29 
OHHHH MY PCCCCCCCCCCC-----
OKAWARI 30 okt @ 10:05 
Hello author, I humbly wish to raise a question. Quoting: "More intelligent ship spacing and behaviour during battles (no more face hugging fleets).”While playing, I noticed that ships using the artillery computer still charge straight at the enemy and attack; only the carrier computer's settings are effective. Is this a bug I encountered? Thank you.“
It seems all "solutions" for strikecrafts didnt apply.
Since forever. They still not working .
Gaming With Dad 25 okt @ 15:29 
I tried it, not for me. It seemed I was missing constantly with my ships.
No.4 Type A 25 okt @ 9:05 
I can't play the game without this mod working correctly :(
Fifa 23 okt @ 2:49 
for anyone wondering how to solve artillery swarm issue, when corvettes just charge into an enemy, use BSB mod
Rusty 21 okt @ 10:01 
@timou yes it is normal, if you dont like it you can instal : abs addon shorter battles
Timou 21 okt @ 0:46 
Is it normal for a space battle to last more than 10 in-game years? And this is with ancient mining drones
Fifa 20 okt @ 9:37 
i just realised, that autocannons dont shoot at all
Fifa 20 okt @ 9:22 
hello, i dont see autocannon projectiles at all
Lessthansane 19 okt @ 9:26 
As a comment to potentially help with some mod troubleshooting, while this mod is enabled, all of my bioships have multiple stacked -54% fire rate modifiers, resulting in a fire rate below 0. All bioships have fleet power of 1 because of this.
Scanz 18 okt @ 12:26 
best mod
GhostInPajamas 15 okt @ 9:56 
Also experiencing the autocannon bug. Projectiles look like yellow rectangles than spin around
Tajo EL Yayo 14 okt @ 5:02 
AUTOCANNONS still bugged. pls fix, best mod in steam
Mr. Caids 13 okt @ 7:25 
is it normal for the corvets you spawn with at start to have an attack power of 3? Is that what makes the battles last longer, debuff the guns?
Live-Vitaliy 9 okt @ 7:36 
will this mod decrease ships sublight speed to achive a longer battle time?i found sometimes my ship become so slow that cant catch up AI ship and then killed by their long range weapons will mines cant even fire.
Leonmitchelli 7 okt @ 13:21 
With this mod biological maulers stop attacking with mandibles and just fly around enemies and do nothing. No weapon damage registered at all in logs. If you give long range secondary weapon - they keep shooting with it and still don't use main weapon. Changing computer behavior don't fix this. Even at simpliest computer - maulers just stand still at exactly distance their mandibles can't reach target.
cafiola 1 okt @ 17:15 
Hey Chickenhunt, yeah im positive i had screen freezes with ASB by year 2300 during AI battles, i disabled all mods and tried one by one. When i turned off ASB the problem ended.
And yeah, performace is ♥♥♥♥ right now but im not having more freezes.
i really hope u can update, right now im scratching the epic space battle itch with Sins2 but i miss Stellaris.
Raidboss_L 30 sep @ 19:59 
Hey @Chickenhunt i always really enjoyed your mod! Now that i did my own mod ( Compact Armadas (Better performance! ), i had to do something for compatibilty as i looked threw your mod. I did create an addon thatfor ( fix ASB to use with Compact Armadas ). That grants full compatibility while aswell adressing things i found not overly correct with current vanilla files. (like autocannons missing a texture location and missing parts for bio ships)

I hope thats okay for you i did set this up? :) And if you like, i can tell you exactly which parts i found were not matching with vanilla files to update your mod?
Astralith 29 sep @ 15:30 
auto cannons are still bugged. would love to see a fix at some point.
Feenrirr 29 sep @ 4:15 
I dont see the tail effect of the ships :(
Yuuki 29 sep @ 3:39 
When will the autocannon issue be fixed? I really like this weapon.
Vulture 28 sep @ 8:27 
Is autocannon visual bugged? - I do not the see the projectiles but casing shooting around
Garlic Bread 28 sep @ 7:55 
Is it normal that with the mod active, ships do not maneuver? For example, cruisers with artillery computers just keep moving forward instead of maintaining maximum weapon range. I checked the same battle with and without mod and in vanilla they manouver just fine