Stellaris

Stellaris

SGM Battle Survivors
33 Comments
SumYungGuy 26 Jan, 2019 @ 8:26am 
Oh, fascinating. I'll have to figure out how that works then!
Soulbinder  [author] 26 Jan, 2019 @ 8:26am 
Paradox added a feature very similar to this to the base game :)
SumYungGuy 26 Jan, 2019 @ 8:16am 
Aww man, just coming back to Stellaris and seeing this obsolete makes me sad.

Has there been any comparable mod for more recent patches?
Soulbinder  [author] 26 Feb, 2018 @ 10:28am 
Guys, I really appreciate your posts, thank you for the positive feedback! I think some kind of survival mechanic goes a long way to making Stellaris a better game, and I am honored that Paradox might have picked up on my idea. This is definitely the best reason to retire a mod :)

For the moment, I want to get more 2.0 games under my belt and take time to learn the "new" gameplay, before I decide if and how I update my mods. Cheers!
Pode 23 Feb, 2018 @ 11:38am 
This approach is vastly better than what Pdox implemented and I hope it's maintained
Doomwarrior 23 Feb, 2018 @ 3:31am 
Yes, i agree and he probably inspired paradox ;)
Sabaithal 22 Feb, 2018 @ 8:00pm 
Well, with update 2.0 it looks like this mod is obsolete. Still, I just wanted to say I really appreciate you making this mod while it lasted. You did good :)
Alexander 17 Dec, 2017 @ 7:16am 
Hey can you make a version with 20% and 10%
Soulbinder  [author] 17 Dec, 2017 @ 12:30am 
I updated the mod to 1.9.
Alexander 14 Dec, 2017 @ 9:31am 
1.9 support?
Soulbinder  [author] 13 Oct, 2017 @ 11:31pm 
Update for 1.8.2. Everything seems to be working fine.
crymson 22 Sep, 2017 @ 9:42pm 
So far SGM seems to be working correctly in 1.8
Soulbinder  [author] 21 Sep, 2017 @ 12:49pm 
Hi everyone, the SGM mods have not been tested for 1.8 yet (they might work, or they might not). I will not be able to check the mods until mid to end of october. But dont worry, the update will come eventually!
Soulbinder  [author] 11 Jun, 2017 @ 3:45pm 
@Crusader Vanguard: I'll add it.
@Doomwarrior: I am aware of that "exploit". But I havent come up with a good way to fix this, as I dont know how to "remember" a ships current design and use it later. I think there is no support for that functionality from PDX. So yeah, that "exploit" is real and I see that it can potentially lead to problems for MP games with random people. I am open on suggestions on how to improve that. Until a better solution is found: Just be dont spoil yourself the fun, and play honest :) (btw no need to "cheat" in such a complicated manner, there easier ways to do that ;) )
Doomwarrior 11 Jun, 2017 @ 3:29pm 
There is some sort of "exploit" in this. If you build (like many do these days) the cheapest corvettes(or any other shiptype with nothing on it) and you want them magically become the best of the best... all you need to do is delete your cheap ship and replace the setup with a fully stacked one, with all the newest fancy tech. Now go to something really strong, lose all the ships, and see them return fully equipped with the newest and best equippment. Up to 66% of them saving you potentially 100k in upgrades.
Crusader Vanguard 11 Jun, 2017 @ 1:26pm 
@Soulbinder - If you're looking for ship class mods that are "stable", then the only other "major" one you've missed is Realistic Ships . I have made compatibility patches for NSC+ISB, NSC+RS, and NSC+ISB+RS, so if you could include RS in your support, then even my "Master Patch" (that last one) will be completely compatible with your mod. Thanks.
Soulbinder  [author] 25 May, 2017 @ 3:55pm 
Whenever any player activates one of the edicts, his choice will be binding for all players for the entire game.
Doomwarrior 25 May, 2017 @ 2:42pm 
How are the country edicts caluclated in MP, is the host the configurator or does it evaluate each player separately?

(And where compatibility is concerned one of the biggest mods is ISBS, maybe have a look here aswell)
Soulbinder  [author] 23 May, 2017 @ 7:59am 
@Lurmey: Thank you for bringing this up. I'll check what options are available concerning Federations.

@BerthNerd: I'll take a look at Ship classes extended and see if I can support it. In addition to source code compatibility an important point is that the mod has reached a stable point (I don't want to add or remove code related to specific ship classes every other week, because the supported mod has undergone changes.)
BerthNerd 23 May, 2017 @ 3:21am 
Do you plan on adding support for other ship class mods? Ship classes extended especially in this case?
Lurmey 22 May, 2017 @ 8:46pm 
I've discovered an issue with this mod and federations. Whenever a federation fleet loses ships in battle, some will inevitably come back as battle survivors, but they inconveniently return as my empire's ships instead of belonging to the federation. Is there any way to fix this or add the ability to convert a fleet to the federation's control?
Soulbinder  [author] 22 May, 2017 @ 12:59pm 
Added options to customize the escape mechanics. I am curious if this works better for you. Cheers
PBG 22 May, 2017 @ 4:34am 
I would recomend adding some potential techs that assist in the chance of survivour ships.

Such as 'Escape pods' an auxillary system that boosts a ships survival rate
Blind Jump Tactics
Soulbinder  [author] 22 May, 2017 @ 2:52am 
I am looking into ways to let you choose if you want survivors to spawn for the superior empire or not. I hope I have time to implement something later today.
Trace Projectile 21 May, 2017 @ 10:03pm 
I do think it would be cool for anyone to emergency escape, but this way is MUCH better for balance. I think this mod has massive usefulness for anyone playing a guerilla war.
Anarchitect 21 May, 2017 @ 6:37pm 
I don't see why that's the case.

On an individual battle level, the underdog is whoever lost the battle. Since they're the ones who lost the most ships, they're the ones who primarily benefit from it. Letting the winner also get back 2 or 3 of the 5 ships isn't such a big deal, especially with the 2-5 month delay.

On the empire level, not allowing the superior empire to recoup losses encourages doomstacking. Since splitting your fleet only means you can be defeated in detail by a weaker foe. If you are superior on a galactic scale, but weaker at the local (System) level, you actually suffer worse from defeat because you don't recoup your losses.

from a simulationist perspective, there's simply no reason why a more powerful empires' fleet wouldn't still retreat when the situation required it.

I don't think limiting the escape button to the weaker empire makes sense, and don't think it does what you think it does for gameplay.
Soulbinder  [author] 17 May, 2017 @ 4:39pm 
To keep the game interesting :) There is no need to support an already superior empire. If the superior party would be reimbursed for losses, the snowballing effect would be ridiclous and utterly destroy what little balance is left in this game.
Anarchitect 17 May, 2017 @ 4:16pm 
Why only the Underdog?
Vault Boy 2000 14 May, 2017 @ 1:40am 
Update all 3 mods please
Soulbinder  [author] 29 Apr, 2017 @ 2:42pm 
The ships reapper now with a delay of about 2-5 month.
Zyhael 14 Feb, 2017 @ 5:19am 
Is there any way for them to have a delay before appearing near a friendly planet like when retreating? So far I've noticed they instantly pop-up the moment they die, just for realism and all.
Z 28 Jan, 2017 @ 2:33pm 
This mod is fantastic, and exactly what I was hoping they would do to vanilla to help remedy the single-battle doomstack wars. Excellent work! Thank you for making this!