Stellaris
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Real Space - Ships in Scaling
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18 Thg11, 2019 @ 3:23am
12 Thg10 @ 4:29am
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Real Space - Ships in Scaling

Trong 1 bộ sưu tập tạo bởi Annatar
Real Space Full Pack
10 vật phẩm
Mô tả
Real Space - Ships in Scaling v 1.13

This version is compatible with patch 4.1 Lyra.

[boosty.to]
[discord.gg]
[vk.com]



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
Nguyên văn bởi 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.

[boosty.to]
Thảo luận nổi bật Xem tất cả (3)
7
21 Thg09 @ 11:34am
Ship Ranges and Combat computers
Bobisback
0
15 Thg09 @ 12:53am
Мод не работает
DawianTool
0
7 Thg02 @ 6:37am
space fauna weapon damage
Tarone
829 bình luận
A. R. Kromvel 28 Thg10 @ 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 Thg10 @ 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 Thg10 @ 4:31pm 
PKs, I second him.
I just noticed my corvettes are stuck at long range
PKs 8 Thg10 @ 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!
Lance 4 Thg10 @ 2:45am 
Can't clear an asteroid station because my ships just wizz about instead of attacking =')
25 Thg09 @ 10:06pm 
@Annatar I think the mismatch between engagement range and weapon range is causing ships to spin in place without attacking during combat (the engagement range is set higher than the actual weapon range!).

For example: I noticed that the strike craft's engagement range is 125, but the Arc Emitter's range is only 25. This causes the carrier combat computer to fail entirely. (In the vanilla game, the Arc Emitter has a range of 150, and strike craft have an engagement range of 125).

I have to manually adjust these values with every update to avoid this bug,thinks to @Nikal for providing the helpful solution

I really love this mod, and I would be very grateful if you could fix this bug.
joeyguy 1 Thg09 @ 5:21am 
You can't kill asteroids heading for your planet in this mod
Umpalumpa 30 Thg08 @ 4:00am 
hey, is this mod compatible with nsc?
beep 29 Thg08 @ 3:54am 
Hi! I have a question about battle balance. Since the battle speed is reduced by 6 times, could this cause harder fights against crisis? For example, if Cetana’s ship still uses the old regeneration numbers, wouldn’t that make her practically immortal because regeneration is not affected by the slowdown?
I tickle fat chicks 26 Thg08 @ 3:25am 
does this make ships smaller?