Stellaris

Stellaris

System Scale and Beautiful
Showing 1-8 of 8 entries
Update: 27 Jan, 2017 @ 9:46pm

Initial Upload

Update: 27 Jan, 2017 @ 7:13pm

Ok I have updated the evasion stats. Let me know if ti works.

Update: 22 Oct, 2016 @ 1:34pm

Fized torpedos not loading and just a place holder box being on the ships.

Update: 22 Oct, 2016 @ 10:43am

I forgot to add the planet changes in

Update: 22 Oct, 2016 @ 10:21am

Ok so now that 1.3 is out this didnt work at all really. after messing around I have foundd a few things that made it work again. I also updated the changes zbeautifulbattles made so its up to date with his.

the main reason so far I found that was stopping the combat was

  • ship_behaviors
  • component_templates

I updated the [ship_behaviors] with the zbeautifulbattles updates and removed the component_templates for now since it was preventing ships from opening fire. I am working under the idea that there was alot of changes done to those files in this patch and am going through to see what is changed.

I have not played to far into 1.3 yet because I was trying to make this work so if you see anything not working latter in the game let me know.

Update: 14 Sep, 2016 @ 12:20am

Update

  • I spent the past few days tryiing to keep fleets from spreading out so much and the solution I have gone with is reducing the NDefines.NCombat.COMBAT_DETECT_RANGE_MULT to 0.70. This prevents the ships being in a combat state for so long and prevents them from getting so spread out by letting them get closer to the target before they start to spread. I also changed some of the standard_ship_behaviors.txt move patterns and ranges. I also tried adding and NDefines.NCombat.FLEET_MOVE_MAX_DIST_SHIPS but no matter what value I put in it I cant see any change in ships spread so I think I'm missunderstanding what it does. The wiki says "Max distance that ships are allowed to travel before last ship" but I was not able to see any change in or out of combat.

Update: 12 Sep, 2016 @ 4:22pm

Update

  • I had some trouble updating this mod file when on lunch but I made it work. Turns out removing the 0- int the description tital was causeing it to not find it so it looks like I have to rename the title before I update or just leave the 0- in it.

  • After I got up and saw what I did messing with the common/ship_behaviors/standard_ship_behaviors.txt file and how it was not doing what I wanted (note to self. Don't mess with files at 3am) I went back to the ZBeautiful Battles default standard_ship_behaviors.txt file and started working on it again. It turned out alot better as you can see in the last two pics in the line up. to get your fleets to work like I show all the ships should have their cpu on def but the corvets who are on aggressive. Basically the BS will stay in the back and the CR and Dest will stay in a line not to far ahead of them. The corvets will go a good distance out but not to far. My goal with this change was to make PD corvets worth doing. now they will all be between the BS's and CR's and any missiles. Also they act as a meat shield for the larger ships this way.

  • One more tip for anyone who has not figured this out yet. If you what to speed up your fleet getting into a combat stance or make sure your BS's are not in the lead of your fleet make sure you build your fleet in order. First merg all the corvets into a fleet. then merge all the destroyers, CR and BS. Whatever you add to a fleet always goes in the back. Just press v till the fleet is in single ships then merg in order.

Update: 12 Sep, 2016 @ 1:45am

Things I changed in the two mods.
      common/defines/dw_defines.lua
      • Set NDefines.NGameplay.PLANET_STATION_ORBIT_DISTANCE = 2
      • Added NDefines.NGameplay.PLANET_ORBIT_DISTANCE = 1.5
      common/planet_classes/ 00_planet_classes.txt
      • @ringworld_standard_scale = 10.2 #10.3
      common/defines/bb_defines.lua
      • Removed NDefines.NGraphics.SHIP_RANDOM_HEIGHT_OFFSET = 40.0
      • NDefines.NShip.FLEET_BASE_FORMATION_SCALE = 0.4
      common/ship_behaviors/standard_ship_behaviors.txt
        I downscaled all these values in default, aggressive and defensive while
        keeping their overall trend.
        • preferred_attack_range =
        • formation_distance =
        • return_to_formation_distance =

As you can see from the changes I made I am basically scaling ZBeautiful Battles to account for the system scale change made by Distant Worlds: System Scale . Also I am keeping the fleet vertical spread of Distant Worlds: System Scale instead of ZBeautiful Battles because I just think it looks better. As for the ring worlds not sure what changed but it doesnt seem to be scaled up enough so I scaled it up a little so the sections touch.