Stellaris
SGM Battle Survivors
33 件のコメント
SumYungGuy 2019年1月26日 8時26分 
Oh, fascinating. I'll have to figure out how that works then!
Soulbinder  [作成者] 2019年1月26日 8時26分 
Paradox added a feature very similar to this to the base game :)
SumYungGuy 2019年1月26日 8時16分 
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  [作成者] 2018年2月26日 10時28分 
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 2018年2月23日 11時38分 
This approach is vastly better than what Pdox implemented and I hope it's maintained
Doomwarrior 2018年2月23日 3時31分 
Yes, i agree and he probably inspired paradox ;)
Sabaithal 2018年2月22日 20時00分 
Well, with update 2.0 it looks like this mod is obsolete.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 2017年12月17日 7時16分 
Hey can you make a version with 20% and 10%
Soulbinder  [作成者] 2017年12月17日 0時30分 
I updated the mod to 1.9.
Alexander 2017年12月14日 9時31分 
1.9 support?
Soulbinder  [作成者] 2017年10月13日 23時31分 
Update for 1.8.2. Everything seems to be working fine.
crymson 2017年9月22日 21時42分 
So far SGM seems to be working correctly in 1.8
Soulbinder  [作成者] 2017年9月21日 12時49分 
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  [作成者] 2017年6月11日 15時45分 
@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 2017年6月11日 15時29分 
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 2017年6月11日 13時26分 
@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  [作成者] 2017年5月25日 15時55分 
Whenever any player activates one of the edicts, his choice will be binding for all players for the entire game.
Doomwarrior 2017年5月25日 14時42分 
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)
shuulleech 2017年5月25日 9時31分 
Soulbinder  [作成者] 2017年5月23日 7時59分 
@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 2017年5月23日 3時21分 
Do you plan on adding support for other ship class mods? Ship classes extended especially in this case?
Lurmey 2017年5月22日 20時46分 
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  [作成者] 2017年5月22日 12時59分 
Added options to customize the escape mechanics. I am curious if this works better for you. Cheers
PBG 2017年5月22日 4時34分 
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  [作成者] 2017年5月22日 2時52分 
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 2017年5月21日 22時03分 
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 2017年5月21日 18時37分 
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  [作成者] 2017年5月17日 16時39分 
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 2017年5月17日 16時16分 
Why only the Underdog?
Vault Boy 2000 2017年5月14日 1時40分 
Update all 3 mods please
Soulbinder  [作成者] 2017年4月29日 14時42分 
The ships reapper now with a delay of about 2-5 month.
Zyhael 2017年2月14日 5時19分 
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 2017年1月28日 14時33分 
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!