Stellaris

Stellaris

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Naval Capacity Reduced
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2023 年 10 月 7 日 下午 11:37
5 月 9 日 上午 8:50
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Naval Capacity Reduced

描述
The primary goal of this mod was to increase late game performance as pointed out by Montu. The base values of ship components and and ship sections was doubled while naval capacity is halved. With less ships comes less lategame lag.

List of Changes:

((-Increased ship upkeep, build cost and build speed x2.)) Temporarily reversed to vanilla stats

-Decreased Naval Cap gained from leader traits, tech, ascension perks, traditions and jobs by half.

((-Juggernaut HP adjusted to 45k (3 times as much as a titan) instead of the ridiculous 100k)) Also back to vanilla stats for now

WARNING: Since crisis and fallen empires dont exactly play by the rules, plese consider either lowering the difficulty or the crisis modifier. I recommend using a mod that allows to customise difficulty. https://steamproxy.net/sharedfiles/filedetails/?id=1590362799

To Do List:

Upkeep and cost x2 to add more value to ships.


Known Issues:

-None, but let me know if you find any!



Changelog:

10/14/23 Major Overhaul


10/14/23 Small patch, decreased naval cap gained from resolutions

10/17/23 Fixed a bug that caused some files to not be loaded properly and updated to latest version of the game

12/13/23 Updated to latest version and removal of changes made to admiral traits since they all have been reworked.

2/14/24 Update to latest version

5/8/24 Update to 3.12.1 (I just updated to latest version, let me know if there is something broken and ill try to fix asap)

5/9/24 Hotfix (should be working now. Ship cost and upkeep for now will be vanilla while I mess around with the new values a bit)
热门讨论 查看全部(2)
5
2023 年 11 月 30 日 下午 12:08
置顶: Suggestions
Henry L Castle
2
2023 年 10 月 12 日 上午 3:09
置顶: Feedback
Henry L Castle
126 条留言
< blank > 8 月 5 日 下午 5:44 
(forgive my english) Just a suggestion, if possible, you could also try to reduce numbers on repetable research for command / capacity limit
Heroicone1 5 月 27 日 上午 9:38 
@Henry L Castle That's what i figured, i've seen that attempted but never knew why it failed. The only suggestion i would have is to look at the Heavies civic in "Fun traits and civics". The values it gives are decent, it is difficult for an empire regardless of ai or player to field a large doomstack fleet if the ships are expensive (cost and upkeep are higher) and take a long time to make. I am considering looking into to modding to see if i can find a way around this. My sessions are always heavily modded and this is the main issue i deal with, giant fleets that lag end game lol. I feel like admittedly the main causes for lag are the number of ships needed to be rendered, 100 corvettes and 50 destroyers/frigates every 5 out of 10 fleets ai have is worse than the cruisers and battleship numbers overall. I always thought upkeep/cost are the two biggest hurdles to figure out lol.
Henry L Castle  [作者] 5 月 27 日 上午 3:23 
@Heroicone1 Actually, this was the original idea but after lots of experimentation I gave up on it because it was causing too many issues. For some reason the icons bellow the fleet power that signify how many ships of each class a fleet has, are tied to the "size" of ships. So if I made a corvette be a size 2 instead of 1, it would appear as if it was a destroyer... I tried to get around this with making custom classes but overall it wasnt worth it...
Heroicone1 5 月 26 日 下午 6:52 
Would potentially reducing total fleet command limit (the number of ships in a given armada) be a good work around for upkeep? upkeep gets brute forced by ai usually, but fleet command limit is a lot harder to get around. I admit its not the best solution itself, if ai/player still have high naval capacity they can just shit out 30 fleets even though the fleets themselves have low numbers. I hate the doom stacking in this game lol. Wish it was possible to change the values so 1 corvette is 5 and a destroyer is 0.75x. roughly 8, and cruiser is 16 or 18, battleships are where those values jump more. I dont know, i have had in the past used a civic from a mod that reduces ship cap down 50% while nearly doubling almost every value a ship has (armor/shield/hull/dmg) and doubling build/cost twice was really useful. I thought it was a good civic but was op against none heavy civic empire fleets. But the idea behind it is really good.
Клоун 5 月 21 日 上午 7:54 
Understood. Would be great if you could add this in the description, so it not gonna ruin someone game
Henry L Castle  [作者] 5 月 17 日 上午 4:35 
Fallens and crisis dont play by the book. If I remember correctly, this mod never affected them. All i can recommend is to either lower the difficulty or use a mode that allows you to customise the difficulty.
Клоун 5 月 17 日 上午 1:07 
I mean, devs defenitely change some difficulty setttings so i have fallens with 600k power on pre-admiral setting and around tens of fleet with 200k power on lategame cryzis)
Клоун 5 月 16 日 上午 8:31 
Looks like it doesnt affect Fallens and Crysis empires so its just unplayable
Henry L Castle  [作者] 5 月 12 日 上午 8:07 
Does it crash on loading? When you start a new game? When you try to add it to an existing save?
Henry L Castle  [作者] 5 月 12 日 上午 7:58 
hmm weird, its working fine for me so far. Are you running other mods as well ?