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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.
@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!
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.
I just noticed my corvettes are stuck at long 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.
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
It's the "Real Space - System Scale" which modifies the looks,
Otherwise, you can just turn off the feature entirely using the console command "effect sustained_acceleration_mode_off = yes" (or through the mod menu).
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?
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.