Stellaris

Stellaris

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Brave Civilians (civilian combat computers)
   
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11 Dec, 2016 @ 5:38pm
7 Dec, 2017 @ 8:17am
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Brave Civilians (civilian combat computers)

In 1 collection by folk
Folk's Stellaris Mods
33 items
Description
Adds 4 new Sensor types that can be equipped on civilian crafts that adds a flee-the-scene behavior to the ships

Without this addon, any civilian craft caught in combat will actually move towards the hostile fleet. With this addon, they will move away.

I have only tested this with the Transport. But they're all the same, so it should work fine. Please let me know, if you care enough.

Adds a new Flee-type behavior to civilian crafts like the Transport, Science Vessel, Constructor, and Colonizer. Any time they are engaged in combat, they will attempt to flee the scene.

Please note that their combat speed is absolutely horrendous, so I might add in some tech or upgrades that allow them to move faster in combat. For example the Transport has a base combat speed of 0.5, while the Corvette has 1.75 (modified by thrusters/afterburners, of course).

This mod is compatible with every other addon I can imagine.

The standard AI uses these sensor-computers for all their civilian ships (Fallen Empires and other event-empires like Swarm/ED/etc are not AIs, their ship designs will not use it).

The reason I didn't add a computer slot on the right side was to avoid overwriting vanilla files, thus being compatible with a lot more addons.
The reason I didn't make it a normal utility slot item is because those are impossible to restrict by ship class or type.
The reason I didn't add them to thrusters or drives is just based on a hunch that less addons out there add custom sensor types than add new thrusters or drives.

Want to take over this mod?
I hang out on the NSC Discord server[discord.gg], almost every day - even though IRC is far superior to this ♥♥♥♥♥♥♥ called Discord. If you want to talk to me, you need to @-mention me, and I ignore most of the channels on the server except the modding-discussion one.
If you want to take over ownership of this addon or any other in my profile, that would be awesome. And you can obviously ask me anything on Discord.

I do not read comments or forums on Steam any more. I can only be reached on Discord.
18 Comments
Kheryo 30 Apr, 2017 @ 3:36pm 
T'was but a jest m80, no need to get on yer high horses for so little.

The comments you removed merely show that you care for your users' opinion and feedback, and take the time to go ahead and try to bring solutions to the table. I would never blame you for that.

Anyway, solid mod, hopefully you'll find a way to make it work as intended without disrupting gameplay, and at that point it'll regain its "hella mandatory mod" status to me :^)
folk  [author] 30 Apr, 2017 @ 2:46pm 
I never delete other peoples comments (although there's never a rule without exception, I do believe I never have), I do sometimes delete my own when it turns out I was completely off the rails wrong about something.

But I agree, all comment removal on Steam is "sneaky". I should not have done it.
Kheryo 28 Apr, 2017 @ 4:29pm 
Rather sneaky comment management there :^)

The solution probably lies with the devs, but thanks for giving it a try.
folk  [author] 28 Apr, 2017 @ 3:05pm 
No, I remember now - I tried all this when I made the mod. No fix.
Kheryo 28 Apr, 2017 @ 2:30pm 
A shame if you ask me.
The idea behind this mod is great however, and is well executed, but it ends up hindering gameplay too much to keep it enabled.

Hopefully the game devs will come up with something to address transport behaviour issue.
You might want to get in touch with them / suggest them to merge the changes you've implemented.
folk  [author] 28 Apr, 2017 @ 2:24pm 
Unfortunately, no. This is a bug in stellaris, and I am unable to work around it.
Kheryo 23 Apr, 2017 @ 12:06pm 
Yo, reporting a similar problem here.
Whenever I end a battle with only capital class ships (0.4-0.6 speed), they chase after the transports endlessly.
If I bring carriers along to alleviate the issue, and the fighters/bombers circle the initial spot the transports had during the fight instead of following them.

Is there no way to disengage fight past a certain distance ?
Duncan 14 Apr, 2017 @ 5:13am 
When combined with the https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=790455347 combat AI mod the attacking ships will move to the position that the civilian was at and then circle there. The civilian ship will moev away and the two will not fight. This results in an endless combat that can only be ended by the combat fleet retreating.

I understand this is likely the fault of the other mod, not yours, but the other mod is more important to my gameplay so this one is getting disabled. I thought I should inform you of the conflict. I will of course be informing the other modder as well.
Mike 15 Dec, 2016 @ 3:54pm 
Oh no, no, I didn't mean that at all. You could create quite the dilemma for a player by giving them the opportunity to develop so their civilian ships can escape.

Just that, by default, I think it should stay as is, if you can make it so the player has to work to achieve the ability to get away, that'd be brilliant.

But also, I can see how some might just want to not have that problem. So there is certainly a place for your mod which ever way you go with it :D

I havn't fiddle with Stellaris, but can you have a component effect the retreat time? That vs actual speed would be an interesting dilemma. Especially early game the ability to escape larger foes would be quite good.
folk  [author] 15 Dec, 2016 @ 2:37am 
Alright, so no tech, no upgrades, no nothing, no leader traits, no fancy new thrusters :-)
Some day I might add some tech that the AI weights never touches, just for the lulz. Hope that would be alright.