Stellaris

Stellaris

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Real Space - Ships in Scaling
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18 Nov, 2019 @ 3:23am
26 Nov @ 6:32am
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Real Space - Ships in Scaling

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Real Space Full Pack
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Description
Real Space - Ships in Scaling v 1.14

This version is compatible with patch 4.2 Corvus.

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This mod is an evolution of the Space Battles mod, adapted for the new version of System Scaling. This changes the radius of the battles and the speed of flights in the system, so that it would better correspond to the changed scale of the system.

When I started updating the Space Battles, I discovered a problem that I had not previously paid attention to. With an increase of 6 times, this became very noticeable. The fact is that with a proportional decrease in the range of the guns, the battles turned into a crazy ball of ships and flashes. Then I realized it was all about speed, which remained the same. After I reduced the speed of the ships in the system in proportion to the scaling, everything returned to normal. Space battles began to look wonderful again.

After update 1.1, these mods no longer reduce ship speed constantly. Although, in essence, they are still doing this, but with one important change. Now both modes globally slow down the flight speed of ships by 6 times, their difference is different.

I decided to add the concept of "cruising speed" to the game. This works as a significant increase in sublight speed when ships are not in combat. Thus, we solve the problem of slow and tedious flights and make space battles similar to those that were in the very first version of Stellaris.

I ask you to pay attention to the fact that Ships in Scaling is now one mod, and not two, as it was before. And this mod now has its own settings in the Real Space menu:

Ship Acceleration

By default, cruising speed depends on the ship's thrusters used, but you can change this setting so that acceleration out of combat is constant for ships of all types. This will make the game easier and more regular.

By default it is set to: "Depends on Thruster Type" (as it was in the Hard version). The parameter "Sustained for All Thruster Types" is similar to the Lite version.

Longer Battles

For more spectacular space battles, long battles are enabled by default. This is achieved by reducing the rate of fire and increasing the survivability of all ships. You can disable this mode for a more regular and faster game experience.

While the Real Space menu cannot be opened during the game, so you can use console commands to change the settings: effect sustained_acceleration_mode_on = yes, effect sustained_acceleration_mode_off = yes, effect longer_battles_mode_off = yes, effect longer_battles_mode_on = yes.

If you are used to playing Amazing Space Battles, I recommend that you use ASB Ironman version to avoid conflicts. With this, you will get all the slowdown effects from Ships in Scaling and the graphical effects from ASB.

Why you should (should not) use this mod
Originally posted by UncleJosephS:

> You no longer could have just 1 fleet / armada of fleets defending your entire empire, because if they are currently busy in another part of space, they would take literally years to get back.

> Having a shipyard close to the frontlines became a necessity, not just convenience. Also, you'd probably want to have 2, instead of just 1 buffer defensive systems between you and the next guy over, just to buy time.

> Guerilla tactics and fall back defences became a thing.

> Ample PD became crucial, because those bombers could eat entire fleet before it even got close to the space station.

> Enemies could capture the system station, repair it and turn on the FTL inhibitor, all faster than you could escape from the system (happened once to my pet Amoeba - that sucked).

> Early game influence could be used for edicts, since expansion was 6x slower.

> Sublight speed bonuses became the most important stat on both ships and admirals.



My work is completely dependent on your donations. I have a lot of plans, friends, but they will be realized only thanks to you.

As of late, Patreon no longer works for me. I can only get your help through Boosty[boosty.to] and am switching to the new support model. You can now choose which project to support. I will be able to start upgrading as soon as we raise the necessary amount. The good news is that updates will appear immediately on Steam and will be available to everyone.

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Popular Discussions View All (3)
7
21 Sep @ 11:34am
Ship Ranges and Combat computers
Bobisback
0
15 Sep @ 12:53am
Мод не работает
DawianTool
0
7 Feb @ 6:37am
space fauna weapon damage
Tarone
835 Comments
Marshal Clayton Franzen 14 Dec @ 4:25pm 
Completely bugged out in one of my saves, all ships built immediately go MIA for 2 years. Real space is a mess at this point and I am done.
Jaysus273 11 Dec @ 6:26am 
@旅人
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.
旅人 11 Dec @ 5:22am 
Hello, while playing with this mod, I noticed that its compatibility with mods that add extra weapons and accessories isn't very good. For each new weapon added, I have to manually readjust settings like range and velocity. Would you consider directly implementing a buff that reduces weapon range and movement speed? This could improve the mod's compatibility with other weapon expansion mods. Just a suggestion.
Hellshiver 29 Nov @ 7:17pm 
@PK
@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!
Ťíμōþÿ 4 Nov @ 10:42pm 
You mention a story about you losing a starbase, and not being to escape in time before the ftl inhibitors come on. I tried to replicate that story by having station be attacked by an offensive force, the offensive force tries to leave, and then a fleet of cloaked frigates takes it back before the offensive force leaves. the starbase never repairs itself until there is only one fleet in the system, and thus the ftl never comes online. was there an update that stopped your story from ever being replicated or am I doing it wrong?
KRONUS 4 Nov @ 12:29am 
Когда включаю этот мод, не могу даже кутхолоида убить. Мой флот ещё на подлете к нему ломается, а он как будто спамит как из пулемета. Вроде другие моды вырубал типа ASB, кроме реал спейсов ничего не стоит
A. R. Kromvel 28 Oct @ 5:03am 
The initial thrusters are too slow, the later ones are too fast. The combat AI is broken. Artillery thinks it's a torpedo bomber.
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.
Agnar 22 Oct @ 12:42am 
The megacannon an the ancient saturator artillery have both the range 45-25. so the old number 45 is still their, causing that they both cant fire on enemy ships and are useless
John Shepherd N7117 20 Oct @ 4:31pm 
PKs, I second him.
I just noticed my corvettes are stuck at long range
PKs 8 Oct @ 1:55pm 
This mod seems to mess up the targeting computers, specifically the artillery ones. I had 2 fleets of artillery corvettes lose to a fleet of bio-ships that was half the power of my combined fleets because the corvettes wouldn't stay at their designated range, and would instead just sit there and take hits in the thick of it. I turned off ships in scaling and it resolved the issue. I really enjoy this sub-mod, as it adds to the realism, and would appreciate a fix!