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That can't be done, those buffs can only add/remove a flat amount of speed and range - say one thruster has a speed value of 1, and another has a value of 2, we can't multiply those values, only add another speed value on top.
If you subtract 0.83 from each ship to make the thruster with a value of 1 now have 0.17 speed (6 times less), the second thruster would now have a speed of 1.17 instead of the intended 0.34. The scaling just doesn't work, sadly.
@Jophn Shepherd N7117
@A. R. Kromvel
That is a change in the computers (roles). Instead of retreating, this mod plants them when in range.
I made a local patch for the issue, reverting to the vanilla behavior. If it bothers you, create a new mod in the launcher via "Mod Library" -> "Upload Mod" -> "Create A Mod".
In new mod, copy file structure and file from "...Steam\steamapps\workshop\content\281990\1915620447\\ship_behaviors\01_standard_ship_behaviors.txt". Check this mod's changes in copied .txt file, and look for the "name = "artillery"" section. Compare to "...Steam\steamapps\common\Stellaris\common\ship_behaviors\01_standard_ship_behaviors.txt" and look for the "name = "artillery"" section. "attack_move_pattern =" and "passive_move_pattern =" vs are the differences. Tailor to your preference in your local mod. Add to play set, below RealSpace - Ships in Scaling, and enjoy!
And there's a small problem: the Praetorian Strike Ship's range is 125, while all the others have 35.
I don't recommend it.
I just noticed my corvettes are stuck at long range