Stellaris

Stellaris

OUTDATED NEW MOD IN DESCR Cinematic Space Battles
80 Comments
Chickenhunt  [author] 22 Sep, 2019 @ 1:33am 
@Sovereign I dont know, that mod uses alot of my other mods assets so maybe it does from this to.
Chickenhunt  [author] 22 Sep, 2019 @ 1:32am 
@Birb This mod replaces them with the same behaviour for all ships. Resulting in a less tactical but more cinematic battle :)
Yellow 21 Sep, 2019 @ 9:54pm 
What does it mean by no range options? Weapons have infinite range?
Sovereign 16 Aug, 2019 @ 3:48am 
does this mod conflict with asthetic space battles?
키으기 15 Aug, 2019 @ 11:44pm 
Thank you I'll use it well
Chickenhunt  [author] 13 Aug, 2019 @ 3:02am 
@gmansawesome2015 Same as sce this mod also increases ship spacing because spacing affects the initial engagement of fleets and somewhat how they fight after.
gmansawesome 13 Aug, 2019 @ 2:54am 
Is this compatible with Space Combat Expanded Ship Spacing? Does modifying the spacing of the ships affect how this mod changes the behavior of the ships?
Chickenhunt  [author] 30 Jun, 2019 @ 6:16am 
@T3ranyx I am sorry but I dont understand. Care to elaborate?
Benoist 30 Jun, 2019 @ 3:10am 
You'd have to change the behaviour of the small squadrons, they're arranged on a column it's so ugly, if you have the possibility to change that it would be great
make it look like fewer ships, so it would make more sense
Archon95 27 Apr, 2019 @ 5:46am 
Combined with Longer Space Battles, this would be very awesome ! :Blessing:
DerRitter 10 Mar, 2019 @ 1:57pm 
Would this mod be compatible with ISB-graphics?
Jin_Cardassian 4 Feb, 2019 @ 4:33pm 
I love this mod. The slower movement and spacing bring back a lot of nostalgia for the auto-battles of GalCiv.

Some starbase issues aside, it also mostly solves the problem of mixing small and large weapons with a longer range computer. Now everything is always in range to fire at something, and there's no sense of wasted potential.

Finally, it's a implicit buff to strike craft. They don't seem to be slowed like other ships, so they actually have chance to speed ahead and strike first. There's a better reason to equip them now.
N3V3RFORGOTT3N 20 Dec, 2018 @ 4:01pm 
so i love how this mod makes things look but with real space enabled as well (and the patch for it) my 6k fleet cant kill a 2.7k station..... because only a few ships are in range to shoot at it because everything is so spaced out
xTRACKERx 19 Dec, 2018 @ 11:35pm 
hm i rly dont know what exaclty this mod do oO.
Davi 18 Dec, 2018 @ 12:12am 
Just remove this mod and it will fix itself :P
Davi 17 Dec, 2018 @ 1:26am 
@rubix like this I bet https://imgur.com/a/IOd599f
Davi 14 Dec, 2018 @ 5:26pm 
I have tried different things. Either RS+CSB+CSBRSP or RS+SCB+SCBRSP+RS-space battles or just things on their own and all had some sort of problems, either every ships slowing down to nearly a stop, spreading out too much or both. I tried running zbeautiful battles hoping that would fix it but nope.
Here are the mods I use: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1583973632
Also I think your patch messes with the flat galaxy mod, I might be wrong though.
Chickenhunt  [author] 14 Dec, 2018 @ 4:52am 
@ᴇʟᴅᴇʀ ᴡᴏʟғ Thats not how its supposed to work. Are you getting these issues only when using real space+patch or also with the default mod?
Davi 13 Dec, 2018 @ 7:12pm 
Working as intended? https://imgur.com/a/Tljlucf Using this mod and your real space patch as well as real space mod. The ships seem to just spread out and some even fly away from battle and all of them slow down by ALOT. Like maybe even 80%.
And I also noticed the fighters from stations seem to fly so fast the can barely turn their ships around so they just starfe around the whole system shooting 1-2 times before having to circle around the whole system again.
Chickenhunt  [author] 8 Dec, 2018 @ 3:00am 
@TheLoneCenturion Yes I have found the problem and resolved the issue + some other stuff that whas broken by the update. This mod and all my other mods are working and updated now. If you find any more problems please let me know, thanks :)
Chickenhunt  [author] 8 Dec, 2018 @ 2:56am 
@002 @Mc.turdle Yes. All my mods are updated to 2.2.1 now.
NPC 7 Dec, 2018 @ 3:01pm 
is this updated like the long range version?
Mc.turdle 7 Dec, 2018 @ 1:49am 
Any chance of you updating your awesome collection? These visual mods are must haves! (Thank you for your fantastic work)
TheLoneCenturion 6 Dec, 2018 @ 2:48pm 
@Chickenhunt Unfortunately the mod seems to have been broken by the update, tried to use it alone with no other mods and im getting black boxes for ships in the create empire screen.
Chickenhunt  [author] 25 Oct, 2018 @ 4:24am 
@Capt.Archer Yes. But if its to wide for your taste you could download the less wide version.

@"TallestManInTheWorld" Yes. This is so the battles are more 3d and start less clustered.
The Jawa Wrangler 16 Oct, 2018 @ 6:23pm 
Does this mod spread the ships out? even when idle my ships are a lot more spread out then usual
TEAser 16 Oct, 2018 @ 7:05am 
Is this comp. With Downscaled Ships mod???
Chickenhunt  [author] 6 Oct, 2018 @ 11:55am 
@Torto The Conqueror Yes :)
TortoTheConqueror 29 Sep, 2018 @ 12:48pm 
Is this compatable with realistic ships?
Chickenhunt  [author] 16 Jun, 2018 @ 5:54am 
@Ryujin Yes its updated now. And as for the longer space battles mod; the modifiers only get applied after the ship spawns (all modifiers in stellaris do). So in the ship designer it tells you the ship has 300 hull for instance but when build if you hover over the ship you will see it is now 600.
Ryujin 16 Jun, 2018 @ 5:05am 
it says the mod isnt updated for 2.1.1, is this correct? the Longer Space Battles mod is the same and i keep seeing hull shields and armor glitching, like when a pirate fleet spawns its 400 strength but when it enters combat it suddenly shoots up to 800 etc because it spawns with half its hull shields and armor
Chickenhunt  [author] 12 Jun, 2018 @ 11:47am 
@nelliel It just says its all swarm but its actually a far better and heavely modified behavior, I just did not edit the behavior description (also its easier to change things codewise if you set all ships on 1 behavior).

Titans do actually fire as seen in the video.
Realhollow 12 Jun, 2018 @ 1:42am 
so this gives the swarm to all ships? only issue with this is your titens zerg in then do almost 0 dmg as there main wep never fires
Chickenhunt  [author] 11 Jun, 2018 @ 9:04am 
@KitKatWrath yes, you need to turn the mod on in the game launcher.
KitKatWrath 11 Jun, 2018 @ 6:58am 
Hey,
Does it require turn on somehow ? I subscribed it but my battles looks same as before
Lufian 7 Jun, 2018 @ 4:01am 
Woo
Akkadian 3 Jun, 2018 @ 10:51am 
Thank you for the fast reply and fix :)
Chickenhunt  [author] 3 Jun, 2018 @ 10:35am 
@Silver

You where right and I've found the issue!

The new update actually added one line of code causing the problem with this mod.
Its fixed now.

Thanks for your big help in finding the problem :)


Bedankt ;)
Akkadian 3 Jun, 2018 @ 10:07am 
Yeah I was very surprised too, I had spent hours disabling/enabling mods that affect gameplay, but the problem only began when I enabled your mod, and was resolved when I disabled it.

Chickenhunt  [author] 3 Jun, 2018 @ 10:02am 
@Silver Strange because those values are not touched at all by this mod.

Do you have this problem even if you turn ALL your (including csb) mods off? .

I am asking because the last stellaris update changed some stuff about hyperlane detection and fog of war.
Akkadian 3 Jun, 2018 @ 9:40am 
This mod is breaking my game! it's reducing hyperlane detection from 4 to 2, and removes vision or hostiles even 1 jump away.

I don't know how or why, it's not supposed to, but I went through my mods by by one until I found the culprit. I hope you can fix it.
Chickenhunt  [author] 1 Jun, 2018 @ 2:15pm 
@Parse Sorry dude I cant change NSC stuff, only the main game or my own mods. However the mod is compatible with NSC and the ship behavior works on its ships.
Chickenhunt  [author] 28 May, 2018 @ 11:41am 
@Oy of Mid-World

Thank you :)
Chickenhunt  [author] 28 May, 2018 @ 11:40am 
@Alnair obviously the mod is not compatible with mods that change the core values from "01_standard_ship_behaviors"

Mods that add their own combat computers and ships are fine as long as they use the standard ship behaviors. Because of this most mods are compatible. (including NSC)

Thanks :)
LukavSlambert 28 May, 2018 @ 10:17am 
Looks amazing! Great Job! Can you add more info about compatibility with other mods?
Chickenhunt  [author] 24 May, 2018 @ 3:18pm 
@Parse Yes that is true I thought of changing the firing arc to a 360° but realized it looks ugly. In my experience they still fire lots of times tough.
Chickenhunt  [author] 23 May, 2018 @ 12:12pm 
Updated to 2.1
Chickenhunt  [author] 16 May, 2018 @ 6:44am 
@Random have you tested if you still get this problem with ONLY this mod turned on? That way we can be sure its not another mod causing the issue or interfering with csb (cinematic space battles). Either way I will try to help you out.
Solar™ 15 May, 2018 @ 4:50pm 
@chickenhunt I don't have many mods that alter space ship bahavior. but it seems that this mod makes fleets glitch out. when i command a fleet to attack a fleet, it says attacking fleet but just follows the fleet. I am using other mods though
Pantæra 15 May, 2018 @ 2:39pm 
Wow, this looks like a great and well maintained mod.