Stellaris

Stellaris

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SSO Formations in Battles
   
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8 Dec, 2018 @ 4:40pm
6 Feb, 2019 @ 4:58pm
10 Change Notes ( view )

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SSO Formations in Battles

Description
The market issue is fixed. Updated 2/5/19.

Video Link for the CURRENT VERSION
https://youtu.be/LHXZVy5gb_U
Video link for the PREVIOUS VERSION
https://www.youtube.com/watch?v=Iiv9k4RFOds

Super Space Opera has returned and updated for 2.2! Sorry this is a new upload I do not know how to update old mods on the workshop. I would be happy if someone could enlighten me.

Since paradox did not I have!

The idea behind this mod is that battles have more space in them and ships will group into formations more consistantly than in vanilla.

Warning: the down side to this change is that some times ships fly away from the battle and are not constantly fireing their weapons all the time. This can make battles that look even turn one sided pretty quickly. Personally I dont mind this random chance as that is how war is some times, tactics on the ground make a big difference in how a battle is won or lost.

Things to come: increased / evening of weapon ranges to make the new size of battles a little less random.
increased ship emergency FTL jump out as you progress though the tech tree. Also there to help mitigate the fact that not every battle will create formations in your favor, hopefully the next battle youll be the victor.

HOW TO TRY IT OUT FAST:

If you would like to try out this mod quickly without playing a whole game to see if you like it use the following console commands in a new game.
research_all_technologies
create_navy 0.4 (use this command twice)
move the fleets away from each other (or dont).
attackallfleets

These commands are entered into the console which you can bring up by using ` (the Tilda key next to the 1 on standard keyboards).

What these commands do in order is unlocks all the tech in the game for you, the creates a decent sized fleet with auto build designs, so you can get a good idea of how the AI will behave when using this. Use the create_navy 0.4 command as many times as you want to see fleets fight. A standard encounter is usually just 2 fleets, but if you want to see total chaos put 10 fleets on screen and do not move them away from each other. the last command turns everything hostile. The reason why I suggest to move the fleets away from each other before turning this last command on is that the starbase will become hostile and will interfere in the fleet to fleet battle giving you a very one sided fight. The fleet that attacks the starbase will lose decisivly as they are not firing back at the other navy. If you dont mind this then spawn the fleets and turn the berserk command on.
18 Comments
Erhes 16 Mar, 2019 @ 11:54am 
Thanks for Fix ^^
____________________________
I dont know why but this mod totaly destroy AI with Glavius AI mod on 2.2.5 and 2.2.6, can you fix this? I really like this mod but on 2.2.6 and 2.2.5 it is impossible.
KaldariaQ  [author] 5 Feb, 2019 @ 8:17pm 
Sorry about the market issue. Its fixed.

The long story of it is a month or so ago I was playing on the beta patch 2.2.3 and for about 5 hours the devs introduced some code to it that screwed up the market the exact way you described, later that day it was fixed. When I first read the comments I thought you were talking about that. turns out you were right, I used a compare tool in notepad++ to find the lines in the DEFINES.txt that were added in a recent patch and made sure they got included in my own version of the file.

I have tested it by moveing the mod files out of my mod folder in documents and subscribing to the mod on steam. It is working for me, let me know if there are any other issues.
KaldariaQ  [author] 5 Feb, 2019 @ 7:11pm 
Hello again. Sorry I check this less with new game releases. I have been waiting for paradox to hash out the late game lag. I am looking into the fixed price issue, I thought that that was from a bug in a beta patch that was fixed.
Erhes 2 Feb, 2019 @ 1:59pm 
Yea, i dont know why but this mod bugged market prices like CMDR Emotions say before.
Erhes 2 Feb, 2019 @ 12:04pm 
I love this mod! Pls keep updating this mod <3

@CMDR Emotions
I have this same problem and idk why
CMDR Emotions 31 Jan, 2019 @ 7:20pm 
Alright I've narrowed it down to this mod. I'm not sure if it's incompatibilitys with other mods or not, but dissabling SSO Formations seems to fix a bug.

Basicly, so long as I have THIS mod on, internal and galactic market have fixed prices for all things. Buying 5k alloys costs the same as 25 (130 credits) and selling 10k food is the same value as 75 food (70 credits)

I don't know if this is intentional or just an incompatibility with another mod I'm using. You should look into it.
AncientGatekeeper 17 Jan, 2019 @ 4:23pm 
What caused my ships glitching into one another was another Fleet Spacing mod.
AncientGatekeeper 17 Jan, 2019 @ 4:22pm 
I’ve noticed my ships doing everything in the video you posted with this mod (I’m also using NSC) so I’m assuming it works 100%
KaldariaQ  [author] 17 Jan, 2019 @ 3:17pm 
For those of you who are asking if this is compatable with NSC I dont think it is, however the main reason is I edited the Thrusters component in the more recent builds to make it so that higher tech thrusters turn your ships a bit more as you advance.

In this mod turning speed is the key to get the ships to move as they do. By drastically slowing it down from vanilla ships cannot make right angle turns anymore. By slowly brining this speed back up with tech you will notice your fleet getting into range sooner if your fighting a lower tech slower turning speed oppoent.

The aux thrusters also increases your turning speed, so there is some incentive to actually use it.
AncientGatekeeper 28 Dec, 2018 @ 1:20pm 
The is for the reply! Only reason I asked is because I’m looking for a mod that fixes the spacing of ships. I end up having corvettes in titans and so on and so forth. I used NSC with wider Fleet Spacing back in 1.9. If this mod ends up being compatible with NSC, that’s enough for me since Fleet Spacing is complemtary. This mod looks epic though so I might try it with NSC to just test it later today. Thanks for your hard work!