Stellaris

Stellaris

SGM Fleet Logistics
56 Comments
Biggs 28 Jun, 2024 @ 4:52pm 
can someone make a mod like this? maybe a merger of hearts of iron 4 logistics into stellaris?
that would be excellent
Imp0815 30 Apr, 2023 @ 6:03am 
I just found it now and sadly too late. I worked on something as this on my own cause i 100% agree that all Military gameplay in Stellaris is really lacking. A supply system like you created here would be top notch addition to stop stacking and make the military aspect more engaging.
falhxer 24 Oct, 2022 @ 6:43am 
I still come back sometimes to look at this mod, absolutely ahead of its time...
John Shepherd N7117 2 Oct, 2022 @ 8:52pm 
RIP
Orionox 15 May, 2022 @ 10:32am 
too much to hope for an update 5+ years later?
76561198086947073 20 Jan, 2021 @ 2:22pm 
does this mod work with 2.8?
or does it brake
Dark Zeak 8 Apr, 2020 @ 9:48am 
This is what I have been wanting from the start of Stellaris. It's a shame you decided to stop updating. Best wishes to you. O7
Lingua Franca - Levi 5 Jan, 2019 @ 5:32pm 
:(
Soulbinder  [author] 30 Dec, 2018 @ 6:01am 
I am sorry, but I do not plan to update this mod in the near future. I am not very happy with the design choices of the game since 2.0 :-/, so I stopped modding.
archangel5 30 Dec, 2018 @ 4:58am 
nice work, any chance 4 update?
Soulbinder  [author] 21 Dec, 2017 @ 3:13am 
No obvious way, and I know that this is very problematic, I wish there would be a way to clearly display the status, however I dont know how this can be done. That said, there are some options:

1. Watch the modifier tooltip of your fleet. If you see negative modifiers on weapon power and upkeep cost, you know your fleet is being taxed extra. Have a look at the charts to get an idea of what fraction of your fleet capacity you may have in the same system before that happens.
2. You can activate the DebugToolTip that will allow you to see all game engine variables for an entity in their tooltip. To activate this type "debugtooltip" (without quotes) in the console. This may have the disadvantage that it reveals more information (also from other mods) than you might like to see.

Cheers
Wolfier 3 Nov, 2017 @ 6:33am 
Is there a way to tell if a fleet is overcapasity in a system?
Yolosaurus Rex 29 Oct, 2017 @ 9:49am 
I may keep it around. I re-read some of the scaling stuff, and I may be okay. Regardless, I love the ideas you've introduced in the mod: I think it's probably one of the better ways for them to address the doomstack problem :P
Soulbinder  [author] 29 Oct, 2017 @ 9:34am 
Hi, unfortunately this mod does NOT change how the AI evaluates the need to create a doomstack or not (thats not possible via modding). The mod is primarily a challange for the player to use other tactics than just counter doomstack. However speaking from my play experience, the AI does quite often split up their fleet (may that be because "it's stupid" or it really sees the need to cover different points). That said, you should be able to remove the mod midgame without problems. Cheers
Yolosaurus Rex 29 Oct, 2017 @ 9:05am 
Also: Is it normal for the AI to use doomstacks?
Yolosaurus Rex 29 Oct, 2017 @ 9:05am 
Sadly, in my game, the AI is using doomstacks :(. Would removing this mod mid-game have any bad effects?
Soulbinder  [author] 13 Oct, 2017 @ 11:29pm 
Update for 1.8.2. Everything seems to be working fine.
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!
ragingreaver413 17 Aug, 2017 @ 12:41pm 
I actually think that is a good thing that Federation stuff is ignored, because it empowers federations in general when in reality they are...more of a hassle to deal with than not. Sadly, stellaris A.I. does not take full advantage of Federation fleets to begin with, so it is not even that much of a worry, except as an exploit by a player in a federation
PremiumColt 16 Jul, 2017 @ 2:29pm 
Ah, I see. Excellent mod regardless, been seeing some pretty spread out battles next door :steamhappy:
Soulbinder  [author] 16 Jul, 2017 @ 2:26pm 
I am not sure to be honest. Everything related to federations is very obscure from modding point of view. I dont know how to test a) if a fleet belongs to a federation b) If the original owner of the ships is still known and c) how maintenance cost are calculated for federation vessels. I also dont know how to reliably test these things. So in large, I just ignored it. If anyone knows about theses things, please share!
PremiumColt 15 Jul, 2017 @ 9:07am 
Quick question, but do Federation ships undergo the same penalties as the regular vessals?
zoommooz11 27 Jun, 2017 @ 12:02am 
Sweet, thanks mate
Soulbinder  [author] 26 Jun, 2017 @ 9:55am 
yes, thats about right. In the next revision I will include the files that I used to do the analysis in the mod upload. Provided you have access to the program Matlab you can play around with the numbers and predict the effects in the game using the plots.
zoommooz11 25 Jun, 2017 @ 10:26pm 
@ Soul,

I am finding for my own personell taste that the penaties are not quite high enough. Which lines to i edit if I wanted to double them? Is is the:

multiply_variable = {which=FL_weapon_factor value=0.425}
if={limit={check_variable={which=FL_weapon_factor value>0.5}}
set_variable = {which=FL_weapon_factor value=0.5}

Where I changed the 0.225 --> 0.425, and then capped them at 0.5. Is this right?
zoommooz11 11 Jun, 2017 @ 6:01pm 
Thanks very much. With other mods (which also buff the ai) on insane I want them to be the same as humans, so great work.
Soulbinder  [author] 11 Jun, 2017 @ 3:31pm 
Line 101 multiply_variable = {which=FL_weapon_factor value=0.66}
Line 166 multiply_variable = {which=FL_upkeep_factor value=0.33}

These lines set the penalty for AI weapon strength to 66% AI upkeep penalty to 33%. Surely you can easily modify this to your liking. If you would remove those, the AI would have the same treatment as a human.

The other factors I would not touch, as those shape the functions I use to calculate the penalties. They can get out of hand easily (even for small changes), if you do no proper analysis.
zoommooz11 11 Jun, 2017 @ 3:39am 
@ Soul

Hey mate, love the mod, and the idea behind it. Just looking through the files, is is set to onlyt effect the ai at a 2/3 effect?, and if so if I change the .66 to 1, would that create a full effect.

Like wise, is I want the penalty to be greater, I would adjust both the >25 and limit 25 values correct?
Soulbinder  [author] 1 Jun, 2017 @ 4:30pm 
You can look at the tooltip of an individual ship and search for the weapon power modifier. However, the tooltip shows the sum of all modifiers that apply to weapon power, so the information might not be accurate. Unfortuately I have not found a way to display any kind of dynamic information in the form of tooltips or otherwise. The only way for you too get more detailed information on how the final modifier is calculated is to activate the command "debugtooltip" in the console. This will display a lot of additional info in the tooltip from which you can get the information you seek, however this is a tool meant for developers and not for regular players.
p6kocka 1 Jun, 2017 @ 11:39am 
Is there any way to see what is the real damage power of a fleet and how much it has been reduced due bigger fleet size in game?
Soulbinder  [author] 26 May, 2017 @ 4:00pm 
@Arwin: Thank you for your feedback. I would very much like to hear your suggestions on how to improve the concept of the mod and how to implement these ideas. Your expertise in coding AI logic in Stellaris softcode is very welcome! Please feel free to look at my code and contact me via chat with specifics.
Tom Jackal 26 May, 2017 @ 3:06pm 
also you gave the ai 50% reduction in cost for fleet sizes. that's a really lazy and bad-experience way of dealing with the problem that the ai wasn't made for this
Tom Jackal 26 May, 2017 @ 3:05pm 
"Agressors need to plan ahead with... excellent timing."
Timing? Don't you mean "build up such a big force that I don't need to worry about it?"
Shaggo 25 May, 2017 @ 8:05am 
@Soulbinder
great mod! ive sent you a friend request so we can have a chat.
Soulbinder  [author] 25 May, 2017 @ 4:28am 
Yes
Ran 25 May, 2017 @ 4:19am 
Does this mod work for new ships from other mods for calculating the fleet capacity?
Lurmey 16 May, 2017 @ 5:03pm 
Yeah, I'm aware. Sorry about my last comment, I was a bit frustrated at the time. The comment before that one, though, while it was a bit too demanding, I do still suggest changing "solar" to "star" just to be more correct.

This mod would be perfect if the AI just understood that it needs to split the fleets up. I want to play Stellaris like any other strategy game. Hearts of Iron has divisions, Civilization has units. It makes little sense to lump all of one's military into one place but you can't play the game without doing that. If you do, your fleets will be half the strength of the enemy's fleet and you'll lose. That or you leave your entire nation undefended so someone could easily invade you. This isn't what happens in real life nations, for a good reason.

If only Paradox would realise this and make the necessary amendments... Or even just a mod that simply limits each fleet in the game to a specific size. Perhaps something like 32 fleet power (4 battleships / 8 cruisers).
Soulbinder  [author] 16 May, 2017 @ 2:01pm 
As explained in the description, the AI does unfortunately not understand that it needs to split up to avoid the debuff. However, the AI naturally uses more than one fleet most of the time (at least if the fleet size has grown to a certain level). In addition the debuff is only half as strong for the AI.

You are right, the game is much more difficult with this mod, that is intentional! If I get more voiced concerns that it is indeed too difficult, I can change the numbers to make it somewhat easier.
Lurmey 15 May, 2017 @ 7:18pm 
So just started using this alongside the other two parts and the AI doesn't seem to be paying any attention to it. I'm splitting my fleets into small divisions of 10 or so naval size, while the AI is just lumping it all together into one fleet of like 20-30 size like vanilla. I'd be winning the fights against these guys if they were following the rules; the damage debuff isn't strong enough to warrant using this, apparently.
Soulbinder  [author] 14 May, 2017 @ 12:49pm 
Mod updated to 1.6. No unexpected behaviour in my test games. Let me know if you encounter any problems.
Vault Boy 2000 14 May, 2017 @ 1:40am 
Update all 3 mods please
Lurmey 10 May, 2017 @ 2:59pm 
I love the sound of all three of the mods in this series, but please change each instance of "solar system" to the correct "star system" as "solar" specifically refers to Sol, our sun. It's not a generic term used to refer to any star system anywhere, Paradox made this same mistake in the vanilla game.
grinning_fox 13 Apr, 2017 @ 9:41pm 
This and another mod I just found that makes ships considerably more expensive and powerful (so that each individual ship has some real worth) have made me a very, very happy person. I'd been hoping for these sorts of mods. I like a fleet that is small enough, yet each ship individually strong enough and costly enough, that I can still name them all and remember their names.
Darrien 20 Mar, 2017 @ 11:37am 
The only issue I see with the penalty is sometimes you need your huge fleet to say fight a 100k Awakened FE fleet or one of the large crisis fleets.
Soulbinder  [author] 22 Feb, 2017 @ 11:57am 
The mod does not prevent you from moving all your ships in one system. It just makes it very expensive and less effective. The same applies to the AI.
KELA 20 Feb, 2017 @ 4:48am 
AI just have doomstacked me with 90% of its fleet power in one system...
Soulbinder  [author] 5 Feb, 2017 @ 2:11pm 
The mods are compatible from a source code point of view, i.e. you can use them together! The gameplay mechanics are however not adapted to the changes of the other mod. My guess is, that the overall effect of this mod will be less impact full, but its difficult to say, because it is mentioned that also the upkeep is modified. Let me know how it went :)
asimbox 5 Feb, 2017 @ 6:14am 
Dear author, your mod is compatible with this here?
http://steamproxy.net/sharedfiles/filedetails/?id=696381629
Soulbinder  [author] 1 Jan, 2017 @ 7:43am 
Happy to hear that you like it :)
Pantæra 25 Dec, 2016 @ 4:44pm 
This looks very interesting. I always liked to maintain multiple fleets, to react quickly. Now I might get punished less for it. The approach sounds realistic as well, huge battlegroups are chaos, nowhere near as effective as smaller ones. I'll definitely try this one.