Stellaris

Stellaris

Real Space - Ships in Scaling
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!
Lance 4 Oct @ 2:45am 
Can't clear an asteroid station because my ships just wizz about instead of attacking =')
25 Sep @ 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 Sep @ 5:21am 
You can't kill asteroids heading for your planet in this mod
Umpalumpa 30 Aug @ 4:00am 
hey, is this mod compatible with nsc?
beep 29 Aug @ 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?
4skingripper 26 Aug @ 3:25am 
does this make ships smaller?
尤里大人-ule 15 Aug @ 10:23am 
Hi, can you add an option in the menu that we can customization the modifier of weapons range? like 1/6 or 1/2 of vanilla range, this will help a lot on dealing conflicts with ASB battle logic. Thanks
Oh thank goodnes its just the station that are broken, thought my whole game was dead
lazy_ssol 24 Jul @ 8:24am 
The attack and engagement range of HIVE_STRIKE_CRAFT has not been modified.
Szybs 19 Jul @ 3:07pm 
hi, if any one have the problem with ships not engaging the unarmed stations etc is because the ranges for weapons are too small in Ships Scaling Mod.

I guess the issue is because it's because the ships battlecomputers are positioning the fleet outside it's weapons longest ranges (fleet engagement radius is set to 20, and missiles have range of 18, so that's the case at the early stage of game)

I have manually adjusted all ranges by 50% up in weapons_components.csv file and now I don't have the problem with ships not attacking
星缘_711 17 Jul @ 10:59pm 
There's a problem with the module. He's preventing the fleet from attacking
MERPHY 17 Jul @ 10:00am 
@annator Что хоть обновилось?
Nikal 14 Jul @ 12:24pm 
This mod does not affect graphics in any way; just speed/weapon ranges.
It's the "Real Space - System Scale" which modifies the looks,
Kløndike 14 Jul @ 11:22am 
This mod makes rings appear as tiny segments, which are disjointed and unconnected between one another. Want to use the shattered ring origin? Too bad, your rings look more like sticks of butter separated from one another statically ''orbiting'' a star.
relative 13 Jul @ 9:06pm 
thank a lot!!!
John Helldiver 11 Jul @ 5:24pm 
Does this actually scale the ships down or up? Something just looks off here, usually the stations I make are right by the star, but now they look very far away, am I schizo from too much time on the creek as people say, or is it actually making them smaller, or other astral objects smaller?
Nikal 9 Jul @ 2:09am 
All weapon's ranges are controlled by the files in common/component_templates, so you can change them to whatever value you want with a text editor. Or, if you want to use the game's default values, just delete those files from this mod's folder, although I'm not sure how this will affect the in-game behaviour.
relative 8 Jul @ 10:16pm 
How can i off "Ships in Scaling's weapon range?"
Cool Sentences 3 Jul @ 5:41pm 
thanks
Nikal 3 Jul @ 10:09am 
Well, if you know how to edit a text file, you can open the mod's folder and edit common/defines/shipsinscaling_defines.txt to increase SHIP_SPEED_SCALE by the value you want.

Otherwise, you can just turn off the feature entirely using the console command "effect sustained_acceleration_mode_off = yes" (or through the mod menu).
Cool Sentences 3 Jul @ 9:42am 
is there a way i can get faster sublight speed? i'm crying cause my ships are so slow... at least let me 2x the speed or 3x. if anyone has suggestions, lmk
Nikal 1 Jul @ 12:25pm 
@A7L5E9X6 Try using Better Ship Behaviors with the Ships in Scale Compatibility Patch . This mostly worked for me.
A7L5E9X6 1 Jul @ 12:17pm 
Does anyone else got the same Problem @Duke Fontaine stated below?
I'm currently playing the biological ships and my fleet is totally focused on close combat. This works fine as long as the enemy is interested in getting closer as well. Some kind of living asteroid nests, which are not moving at all, are a big problem. My fleet won't attack and just waits until they are killed by this creatures.

Same with enemy transport fleets. This causes my fleet to be stuck forever.

Is there a way to fix this? Or should I just not use this mod anymore because it isn't compatible with the biological ship type?
Dr. Sinclair 1 Jul @ 9:48am 
Pre-ftl asteroid event spawns 2 systems away
takes several years for a fleet of corvettes with tier 2 thrusters to reach system
once they arrive do barely 10% of it's health before it slams into my observation post

as much as i love the idea of cruise speed, it causes more problems than it's worth when it comes to timed events.
As suggested below, a "half" value would be ideal. Until them i'll have to stick to vanilla speeds.
Keldoran 26 Jun @ 6:20am 
Hi, I love the mod! Is there a way to modify the settings to make the ships orbit closer to the planets to match the scaling? Thanks.
coja 12 Jun @ 7:53am 
Great mod, thank you for making it. If possible, please add an option to halve the values in the starting menu, something between vanilla and this would be much appreciated.
Nikal 9 Jun @ 5:59am 
I believe I need a visual range-finder when placing Deep Space stations with this mod. As they are mostly carrier/artillery slots, I require a way to position them so they can engage before being swarmed. :/
DaViper 9 Jun @ 5:21am 
I've been back and forth on ASB/ ASB-Ironman. ASB leaves ships with '1' firepower. The ironman version, which is less 'invasive' does not have this issue. Until this conflict can get fixed, I can live with ASB-IM for the time being.
pipo.p 4 Jun @ 1:34pm 
@Paladin Dawnheart @morph113 There is something about ASB in the mod's description above.
morph113 3 Jun @ 5:41pm 
I have the same, it seems it's a mod conflict with Real Space Battles or at least on the mod page of Real Space Battles, the author confirmed it's not compatible with "Real Space - System Scale" mod. So perhaps also not compatible with this one either.
Gabilard 3 Jun @ 10:39am 
There is a bug were your the military ship get 1 firepower each
Paladin Dawnheart 2 Jun @ 6:23am 
Are any of you running Amazing Space Battles with this? I was wondering if it was a conflict with that or just one or the other.
ohbuddyheck 1 Jun @ 2:37pm 
Big bug with corvettes and maulers is making early game combat impossible. Ships refuse to get within range and attack. They'll often just circle endlessly out of range until they're taken down by strike craft or longer range weapons/
UMG 28 May @ 5:26am 
@ChSph truth, makes combat unviable in the early game
_baseplate 28 May @ 1:55am 
having the same issue here as @ChSph and its with any ship - it's really annoying.
Berewolf 26 May @ 4:35am 
Bio hangar have 125 engagement range?
ChSph 23 May @ 6:08am 
Combat between corvettes and transport ships is bugged rn. Corvettes refuse to get in range to actually attack any transport ships and stay in distance thus staying in combat state indefinitely with only way to stop it being manual emergency retreat of corvettes.
Captain Vac 22 May @ 5:16pm 
I feel like its been mentioned before, but is there a reason why the weapon ranges are so short now? Many of the starter weapons have a range of 7. Are all of the ships meant to be close range now?
Annatar  [author] 17 May @ 12:57am 
@Nikal I fixed it. Thank you very much!