Stellaris

Stellaris

ZBeautiful Battles
1,609 Comments
A君 26 Aug @ 9:45pm 
This is the greatest mod for improving combat performance in the game. It allows battleships in fleets to maintain orderly firing lines like 18th-century infantry, instead of mindlessly charging into chaotic battles. It also enables destroyers to intercept missiles and aircraft in front of battleships, rather than recklessly rushing into enemy formations.The mod is still working, but it has caused all work ships to disappear from the game. Additionally, it's now impossible to build new work ships in the shipyard. If someone could fix this issue, I would be incredibly grateful.
etoainshrdlu 20 Mar, 2023 @ 8:46pm 
update please?
PleaseBeGentle 20 May, 2022 @ 1:57am 
is this updated?
Seretan 26 Apr, 2022 @ 3:43am 
Maybee Update? <3
こんにちは 13 Feb, 2022 @ 7:56am 
Update please
Kryvda 21 Jan, 2022 @ 11:22pm 
Спасибо за мод, мужик. Когда-то без этого мода играть вообще не мог. F
Anbeeld 22 Aug, 2020 @ 6:59am 
For those who still play Stellaris 2.1: I created a new AI mod which is based on Glavius's work, but my mod goes much deeper and have a lot of unique features, leading to much better AI. And also I update it quite often, adding new stuff.

You can check proof of this and read detailed description here:
https://steamproxy.net/sharedfiles/filedetails/?id=2055544110

Thank you!
Ravemaster99 16 Jul, 2020 @ 5:49pm 
Error. I have 163 mods. When this mod is activated with them, it causes all ships sets to become black (cardboard?) boxes, and causes the game to crash when starting a game.

When launched with this mod alone, the vanilla shipsets appeared, so its a mod compatibility issue... somewhere. Im a little ticked that i checked my mods alphabetically, and this one was the culprit lol. If only it was called Beautiful Battles, would have saved me alot of work.

P.S This comment is just making a note if anyone is cleaning their large mod lists and has ship graphical issues and crashing. Not blaming the creator, because mod compatibility isnt anyone's fault. Except Paradox's. They need to stop breaking mods in general with every update.
Fanciee 8 Jun, 2020 @ 3:33am 
Please come back and update for 2.7... Was a great mod, not sure if it will work correctly on current version
flyinghamster 29 Oct, 2019 @ 7:42pm 
I uploaded Temporary Fix for zBB for post 2.4

https://steamproxy.net/sharedfiles/filedetails/?id=1902182838

Please make sure you guys subscribe to ACTUAL ZBB mod before subscribing to fix mod.

and Plz, Blackthorn, we miss you. ZBB is the best Stellaris combat fix mod ever since the 1.0
spartzb 29 Oct, 2019 @ 4:57pm 
Please update for 2.5! Thank you!
运营丁真 鉴定为:保枪 18 Jul, 2019 @ 4:57am 
could work
flyinghamster 25 Jun, 2019 @ 5:41pm 
https://steamproxy.net/sharedfiles/filedetails/?id=1781168088

I made a Temporary Fix. Will get deleted as soon as Blackthorn updates.
flyinghamster 25 Jun, 2019 @ 5:32pm 
This mod prevents spawning of any leviathans including 'Shard' because Pdx added new 'relic dragon' and this mod's ship_sizes script lacks 'relic dragon' this requires simple fix.
flyinghamster 25 Jun, 2019 @ 5:25am 
Desperately waiting for an update. This mod has always been the best combat overhaul mod. Too under-rated...
Ivan Teurer 22 Jun, 2019 @ 3:45pm 
does this work?
ashbery76 17 Jun, 2019 @ 3:17pm 
I have noticed using this sometimes you get a situation where one side is attacking and other doesnt spawn a battle screen and gets wiped out.
medphysjeff 15 Jun, 2019 @ 10:33am 
Is this mod going to be updated?
War Bear 4 Jun, 2019 @ 1:19pm 
Hmmm, doesnt seem to function with the older versions of the game anymore if it's worth mentioning at all, causes the ships to turn invisible
JessHorserage 4 Jun, 2019 @ 9:29am 
Alert, the whole, 2.3 has hit, if this hasn't been abandoned and you have some free time, do it, it would be quite neat.
Ajey 27 Apr, 2019 @ 12:54am 
Thank you very much Blackthorn! :)
Blackthorn  [author] 26 Apr, 2019 @ 6:10pm 
@Ajey You absolutely can incorporate some or all of my mod np.

Thank you for the kind words!
Ajey 23 Apr, 2019 @ 6:30am 
Hi Blackthorn! I am currently working on a bigger graphical overhaul for stellaris. Unfortunately your mod won't be compatible with this overhaul in it's current state.

You were a great inspiration for me though and i would really like to include a few of your changes into my graphical overhaul mod because they would improve it.

I already got permission of several other popular mod authors and i hope you could give me your permission as well!

In case you do, i will mention your name and mod of course! Please let me know?
Joles 25 Mar, 2019 @ 12:14pm 
Hi..the mod mentioned by Blackthorn is Kaytos Slow Battle Mod. I have no links to both authors so I can just name it.
In my opinion you can combine both mods. In ZBB you need to delete the ship-sizes folder where the speeds are changed and with KSSB mod you can even set the battle-speed you want per menu. By deleting the ship-sizes folder you achieve also compatibility with NSC as only vanilla-ships are changed in this mod by having another speed.
For the ship behaviour folder I would just copy the file from this mod and overwrite the one in NSC. There is also this advanced ship behaviour..I think it does not work anyay..does anybody uses it? The No-AI-combat computers in NSC?
No idea ihow good that works...I will try. Last comment: KSSB-mod uses a country event to slow down the military ships in combat..no idea if that is a good idea performance-wise when dozens of battles happening around the galaxy.
키으기 12 Feb, 2019 @ 9:54am 
Thank you I'll use it well
Bronan the Bradbarian 7 Feb, 2019 @ 3:43am 
I'm switching to this from Improved because this actually gets updated, does this work with Real Space and Downscaled Ships?
Azoth 8 Jan, 2019 @ 10:49am 
Strategic map is also more 3D now, looks interesting. Slower travel speed can be balanced by Longer Space Battles mod.
azmodael 23 Dec, 2018 @ 12:04am 
Blackthorn any progress or incorporating that incombat slowdown mod you found? I love the work you have done here but I find the cruise speeds unbearably slow.
Pollyanna 18 Dec, 2018 @ 7:19pm 
This can't coexist with NSC??
Sabaithal 14 Dec, 2018 @ 9:33pm 
I wasn't using precise measurements, just the effects I saw in game. Notably, with the mod activated, two fleets were travelling to a destination. The first fleet estimated about 1600 days to reach it. The seconds roughly 480 days. When I restarted the game with the mod turned off, the first fleet re-estimated after about a month to around 400 days, and the second was less than 100 days.

Also I understand your frustration in "streamlining" two values that should be kept separate.
Blackthorn  [author] 14 Dec, 2018 @ 9:19pm 
@Sabaithal I feel I do have to correct your estimate of the difference in speed. The actual vanilla speeds of ships are as follows (Mod speed first, vanilla speed after the hash symbol which renders it into a comment)::

@speed_very_slow = 30 #80
@speed_slow = 40 #100
@speed_default = 60 #120
@speed_fast = 80 #140
@speed_very_fast = 90 #160

As you can see, the values are abit less then half speed ( not the 4x slower that you mentioned)

4x slower would be like multiplying by .25 and would give the following numbers :::

@speed_very_slow = 20
@speed_slow = 25
@speed_default = 30
@speed_fast = 35
@speed_very_fast = 40

I wanted to draw a balance between a slower combat speed while affecting the out-of-combat speed as little as possible.
Blackthorn  [author] 14 Dec, 2018 @ 9:11pm 
@Sabaithal I love this mod as well, and I agree 100% with you about the out-of-combat speed being too slow.

It irks me to no end. Unfortunately, in a recent patch, the Stellaris Devs thought it would be a great idea to make both in-combat and out-of-combat speed the same variable. So, there is no easy way to change one without affecting the other because they are both the same value now. (I hate this change)

There is a way to program a script to apply a speed debuff ONLY in combat that I saw in another mod but I do not want to plagirize their work. I might ask them if I can incorporate their mod into mine and give them their due credit but that is the only solution / workaround I have for that issue.
Sabaithal 14 Dec, 2018 @ 7:33pm 
I love the mod, but there are two flaws with it. One, the out-of-combat speed is nearly 4x slower than normal, so it takes forever for ships to get anywhere. Two, the turning speed doesn't seem to have been affected from vanilla. Just from experimenting I learned that the turning values have to be very low in order to see differences.
Hexagoros 13 Dec, 2018 @ 4:53pm 
Does this work with NSC?
valdindor 8 Dec, 2018 @ 11:11am 
is this compatable with extra ship components?
ThaPear 14 Oct, 2018 @ 4:23am 
Is there any chance that this mod changes only combat speed? It currently makes ships extremely slow on the galaxy map as well.
Packers105 8 Sep, 2018 @ 5:42am 
I wanted to ask is this mod compatible with ISB Graphics?
m.mad 25 Aug, 2018 @ 6:19am 
Can I play together with mod "Realistic ships"?
AtomicGandhi 21 Aug, 2018 @ 5:53am 
To be specific I mean mods that add more ship skins, not mods that add more ship types which obviously would be incompatible.
AtomicGandhi 21 Aug, 2018 @ 5:53am 
Are modded shipsets compatible with this or not recommended? Sorry if this is a dumb question, but I'm hoping that these values might be universal and not on a model to model basis.
Fenris_Wolf 25 Jul, 2018 @ 11:28am 
Does this work with 2.1.2 ?
vaporfeces 15 Jul, 2018 @ 6:37pm 
Except that I play version 1.9.1 using the Steam Beta/rollback feature.. So it would not be incompatible. I ask again: can I get my hands on the 1.9 version?
Blackthorn  [author] 15 Jul, 2018 @ 10:21am 
@vaporfeces No unfortunately there is no way to get the 1.9 version because it would be incompatible with the current version of Stellaris!
Blackthorn  [author] 15 Jul, 2018 @ 10:21am 
@Winfeather Sorry for the long delay! Hope you enjoy!
Winfeather 15 Jul, 2018 @ 6:32am 
Thanks for the update!:steamhappy::steamhappy: I've been waiting for this amazing mod for a long time( since your 1.9 version), and now I can enjoy it with my favorite mod(indeed it is). Thanks a lot !
vaporfeces 15 Jul, 2018 @ 5:12am 
Is there a way to still get the 1.9 version of this mod?
Blackthorn  [author] 10 Jul, 2018 @ 6:47pm 
@holyjay Yes I am sorry I did not update my mod description text to take into account changes to the game that Paradox implemented at some point in my absence.

Unfortunately, in-combat speed and out-of-combat speed are one and the same now. The only way to change one without the other is via scripting and I have 0 programming knowledge.

Another user Axonum pointed me to a mod that makes the appropriate changes. I examined the changes but I need to ask the author to incorporate his mod into my own and give him credit.

Have not gotten around to it yet though.
holyjay 9 Jul, 2018 @ 9:08pm 
The mod description doesn't appear to say anything about changes to out-of-combat sublight speed, but I'm finding that all my ships have had their speed cut down to around a third. I'm seeing my titans and battleships crawling around at 110~ speed when they used to go 330~. While this is bad enough in vanilla, with mods like realspace that increase system sizes it's unbearable. I've tried disabling all my mods aside from this and did test runs, but it doesn't seem like anything else is causing it.
Blackthorn  [author] 7 Jul, 2018 @ 2:12pm 
@Mobius hmmm I like the way you think. I will give it a go... I am of a like mind and would prefer my fighters shooting projectiles and missiles rather then lasers and fat (bomb?) lasers!