Stellaris

Stellaris

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Advanced Ship Behavior Modules: Revisited
   
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File Size
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279.380 KB
7 Nov, 2021 @ 5:07pm
12 May, 2023 @ 8:00pm
8 Change Notes ( view )

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Advanced Ship Behavior Modules: Revisited

In 1 collection by corsairmarks
Corsair's Stellaris Mods
57 items
Description
Overview
After troubleshooting my mod Aesthetic Terraform Stations with ubet, the original mod Advanced Ship Behaviour Modules was found to be the culprit causing mining stations to somehow use the terraform station graphics entity. After investigating the script I found that was significantly out of date (being originally for Stellaris 2.0.*) and that syntax errors in its ship_size overrides were breaking the terraform_station size added by my mod. This is related to what happens when there are significant errors in a file and how the game loads script files.

The original mod looked interesting, so I decided to revive it by fixing all of the errors. I avoided adding significant functionality but did add a couple of missing graphics and ensured that "No AI" computers still grant an increasing bonus as computer technology advances. Beginning with Stellaris version 3.4 "Cepheus" this mod supports Progenitor Hive Offspring ship classes.

Changes
The original mod "Advanced Ship Behaviour Modules" overwrites the majority of built-in ship classes by replacing the file common/ship_sizes/00_ship_sizes.txt. This overwrite is necessary to add the new "AI Behavior" component to the combat ship classes. This mod overwrites the same file in order to use the most up-to-date code from the base game for all of the affected ship classes (including titans but not juggernauts).

Overlord added new "Offspring" ships for Origin: Progenitor Hive, which are in their own file common/ship_sizes/21_overlord.txt. In order to allow the advanced AI Behaviors components for Offspring ship classes, this mod now also overwrites that file as well.

This mod also updates code from for all of the ship AI behaviors, special components, and point-defense fighters to be in line with the evolution of Stellaris since 2.0 "Cherryh" (who incidentally also happens to be my favorite science fiction author). Add graphics for basic and advanced "No AI" computers, give bonuses to the increasing levels of "No AI" computers - the bonus is roughly 1/4 the bonus of each standard role-based computer.

Compatibility
This mod resolves compatibility conflicts from the original mod "Advanced Ship Behaviour Modules" by overwriting its out-of-date files. The original mod replaces almost all of the standard, built-in ship classes. Therefore, both the original and this updated version will conflict with any other mods that make changes to the contents of the file common/ship_sizes/00_ship_sizes.txt (which defines the majority of player-buildable ship classes) and common/ship_sizes/21_overlord.txt (which defines Offspring ship classes). This mod is technically compatible with mods that add new ship classes, but any new ship classes added by other mods will not have the option for custom-defined AI behavior and instead will use the computers provided by that mod.

Not included in my compilation mod Subtle Polish: A Collection of Fixes and Enhancements. This mod is compatible with the compilation.

Built for Stellaris version 3.8 "Gemini." Not compatible with achievements.

Required Mod Dependencies
Advanced Ship Behaviour Modules contains the original graphics and some necessary logic. There is a high chance Stellaris will crash without this dependency installed.

When to Install
This mod can be safely added after the game has started, but should not be removed from a game in-progress. Losing access to the new ship components or behaviors could cause problems for the game. Always backup your savegame before attempting to remove a mod.

Known Issues
Overriding a ship size causes the game to log errors. Expect to see four lines in the error.log file similar to these:
[04:59:28][game_singleobjectdatabase.h:165]: Object with key: offspring_corvette already exists, using the one at file: common/ship_sizes/31_advanced_ship_behaviour_modules_revisited_overlord_ship_size_overrides.txt line: 5 [04:59:28][game_singleobjectdatabase.h:165]: Object with key: offspring_destroyer already exists, using the one at file: common/ship_sizes/31_advanced_ship_behaviour_modules_revisited_overlord_ship_size_overrides.txt line: 98 [04:59:28][game_singleobjectdatabase.h:165]: Object with key: offspring_cruiser already exists, using the one at file: common/ship_sizes/31_advanced_ship_behaviour_modules_revisited_overlord_ship_size_overrides.txt line: 165 [04:59:28][game_singleobjectdatabase.h:165]: Object with key: offspring_battleship already exists, using the one at file: common/ship_sizes/31_advanced_ship_behaviour_modules_revisited_overlord_ship_size_overrides.txt line: 250

Change Log
See Change Notes

Source Code
Hosted on GitHub[github.com]

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38 Comments
corsairmarks  [author] 16 Jun, 2023 @ 8:22pm 
@wagnerleung0079 It depends on whether or not you edit the global designs, I suppose. I don't do much with ship modding - it's worth connecting with people who do at the Stellaris Modding Den Discord.
wagnerleung0079 16 Jun, 2023 @ 7:58pm 
Do I need to make them upgradable to change computer
corsairmarks  [author] 16 Jun, 2023 @ 11:53am 
@wagnerleung0079 no, although you could choose to extend it to those ships. You'd need to override their ship_sizes to alter their required components, and then add the relevant component_templates for a no_ai flavor of the default computer ("role" in the game files).
wagnerleung0079 16 Jun, 2023 @ 10:36am 
Does it work with resurrected space fauna and other un-upgradable event ship?
corsairmarks  [author] 17 Apr, 2023 @ 3:32am 
@Ghost Fox - I was able to get everything updated for 3.7
corsairmarks  [author] 18 Mar, 2023 @ 11:47pm 
Heh you caught me, I was having too much fun working on a new Specialist Subject that I am creating. I'll evaluate this mod as part of my modernization for 3.7 - it looks like the additional behaviors added by this mod are still helpful based on the quick check I did a while back.
Ghost Fox 18 Mar, 2023 @ 11:34pm 
So... how's that evaluation going?
corsairmarks  [author] 12 Dec, 2022 @ 11:01pm 
@ubet this mod has not been updated for the 3.6 ship changes. It overrides all the built-in ship classes, and thus frigates won't exist if you use the present version. I am planning to evaluate whether the new in-game combat roles take the place of this mod before i begin work on potentially updating it.
ubet 12 Dec, 2022 @ 10:57pm 
Hi Corsair,Since update and this mod loaded. Frigates are not build able.
I think part problem is to do with the the hyper drives.
macfabhcun 7 Aug, 2022 @ 8:50pm 
Confirmed working with ships in scaling. No conflicts in files.