Stellaris

Stellaris

Longer Space Battles
64 Comments
𝓢𝓷𝓸𝔀 ℬ𝓪𝓵𝓵 17 Dec, 2021 @ 8:48pm 
would be a nice if theres a link here or something lol
Scipion 18 Oct, 2019 @ 8:11am 
awesome, will try that!
Chickenhunt  [author] 18 Oct, 2019 @ 7:43am 
@Scipion This mod is 2.2 and outdated, I recommend my brand new "Amazing Space Battles" for also longer battles. And btw the new mod uses a new solution to be comp with weapon and ship mods without needing a patch.
Scipion 16 Oct, 2019 @ 2:06pm 
Does this mod work with 2.4.1 ?
PokeMageTech - ProNetNeutrality 4 Aug, 2019 @ 10:47am 
If you don't want your mod changing game balance, you actually need to change the emergency retreat to like 300 days. Because +200% means 300% of normal or 3x normal, fire rate -70% means 30% of normal or 0.3x normal, and 30 days * 3x health / 0.3x damage = 300.
Bluetail 18 Jul, 2019 @ 7:04am 
Does this make the AI not jump away when their health is like starting to drop really quick? Cause I find it rediculious their entire cruiser fleets can get away unharmed but my fleet of equal power gets destroyed by them.
Chickenhunt  [author] 19 Jun, 2019 @ 9:12pm 
@Tyrannus Primus Yes.
Shouravik 19 Jun, 2019 @ 7:15pm 
Will this mod function with a game in progress?
The Grand Mugwump 28 Apr, 2019 @ 3:35pm 
@nicodede62 It's a bug in stellaris. Whenever stations get auto-upgraded from new tech, their stats are restored to 100%.
nicodede62 15 Apr, 2019 @ 1:38am 
And last message, I foudn this in defines.txt:

STARBASE_SELF_REPAIR_TIMER_DAYS = 30 # Number of days after taking damage before a starbase will start self-repairing
nicodede62 15 Apr, 2019 @ 1:26am 
In french, i see in the pop-up: "The station will begin to repair in 30 days."
nicodede62 15 Apr, 2019 @ 1:24am 
It's possible but look the screen:

https://ibb.co/5Rrmg6z

after 30sec:

https://ibb.co/pwjy4HT

It's not because the battle lasts longer ??? I kno normaly, it regen after the battle but it's not normal here.
Chickenhunt  [author] 13 Apr, 2019 @ 1:21am 
@nicodede62 Not from this mod. Normally it does regen but only when out of combat.
nicodede62 13 Apr, 2019 @ 12:50am 
Hello, I have a question !
I attack an empire with a station with 5.0K, during the fight and how the station is almost dead, they regenarate all hp/armor and shield !!!
It's a bug from vanilla or the resultat from this mod ?
Markliuz Da Jesterly 11 Mar, 2019 @ 3:27am 
Could there be a version with less slower fire rate? its a tad too slow as i would like for things to be abit more actiony. like maybe -30% fire rate?
Normon 13 Feb, 2019 @ 11:55pm 
NSC has a very small incompatibility in it adds a new sensor variant that's only for corvettes. easy enough for players to circumvent, but not the AI.
Morgs 10 Feb, 2019 @ 6:20pm 
Yeah I'm running NSC, some ship model mods and extra ship components + patch
Keltskiy 9 Feb, 2019 @ 1:44am 
ahh okay I had a mod that added a new sensor type thats what was happening
Chickenhunt  [author] 9 Feb, 2019 @ 1:16am 
@Morphix yes.
Keltskiy 8 Feb, 2019 @ 5:22pm 
this works by applying the effect to the sensors right?
John Democracy 4 Feb, 2019 @ 4:35am 
I'm indeed using other mods. Extra ship component(with your patch), NSC, Zenith of a Fallen Empire. That's pretty much the only mod changing ships I'm using.
GENOBEESRAGE 3 Feb, 2019 @ 7:17am 
i would like to point out the problem Tree and cyrus are having. at least i think. if you use the ESC overwrite, it overides this mods changes. hence they dont have the values
JD 2 Feb, 2019 @ 9:25pm 
please make a lite version. I feel like this is the mod that I need because the vanilla battle ends way too fast however with this mod the battle takes too long. Maybe cut this version 50% of it.
Chickenhunt  [author] 2 Feb, 2019 @ 2:53am 
@Treebeard Uncut @Cyrus Jackson I just tested. The mod works fine. Are you running any other mods when testing?
Morgs 28 Jan, 2019 @ 3:55pm 
Update: In the later game now, the modifiers are applied to extra ship component parts however not the vanilla ones. Hope the info helps :)
Chickenhunt  [author] 28 Jan, 2019 @ 11:25am 
@Cyrus Jackson @Treebeard Uncut I will look into it the coming weekend.
John Democracy 28 Jan, 2019 @ 10:56am 
Same thing treebeard. Mod stopped working.
Morgs 26 Jan, 2019 @ 11:04pm 
Mod stopped working for me post 2.2.4, I have the 3.0 extra ship components patch as well. Is this just happening on my game?
The Grand Mugwump 6 Jan, 2019 @ 4:56pm 
Ran into an unfortunate occurence while using this mod. A machine uprising ran out of energy. The fire rate penalty combined with this mod gave them -135% firing speed. One of their battleships had a fleet power of 10 and -26 damage per day. Maybe you could put a hard bottom on firing rate? Or it could be left as is and make energy shortages especially punishing. :)
Chickenhunt  [author] 1 Jan, 2019 @ 5:09am 
@[P²] Frenchiie They should be applied if you are using vannilla sensors on them. But with other mods that are not mine I cant guarantee anything.
Frenchiie 31 Dec, 2018 @ 6:38pm 
The modifiers are not applied to the UNSC ships :'( learnt that after like 100 years lol
Davi 31 Dec, 2018 @ 1:39pm 
For me it only seems to half work once i research the 4th or 5th sensors.
Chickenhunt  [author] 31 Dec, 2018 @ 1:31pm 
@Renown Yes. The modifiers are applied by the ships sensors after all other stats are applied. So 1200 HP. Because 400 + 200% from 400 is 1200.
Renown 31 Dec, 2018 @ 11:56am 
Q. Do these modifiers work on existing hull tech? Ingame corvette is 300 HP, so with your mod 600 HP, after it's first hull tech it'd be at 400 HP, now will your mod show 800 HP or will it show 700?
KubiG 30 Dec, 2018 @ 1:42pm 
I found a potential Issue with things that regenerate HP or shields. Since battles last so much longer with this mod, if you have something as common as Regenerative Tissue, you can wreck fleets simply by "outhealing" them.
Not so bad, but I lost a crucial battle against half sized enemy fleet of corvettes in early game, just because they healed massive amount of hull points over that 6 month long battle. And your ships can't concentrate fire to deal with it.
Frenchiie 20 Dec, 2018 @ 8:55am 
Sweeeeeeettttt! love all your mods keep going on m8!
Chickenhunt  [author] 20 Dec, 2018 @ 5:20am 
@N3V3RFORGOTT3N @[P²] Frenchiie Done. The 2.0 patch has been changed and updated to 3.0
Frenchiie 20 Dec, 2018 @ 4:53am 
I +1 the request from @N3V3RFORGOTT3N , to know if it was possible to get an update patch for the ESC 3.00.
Ty very much for the time, dedication put daily into your mods.
ShockMeSane 18 Dec, 2018 @ 12:59pm 
Gonna go ahead and 2nd the excellent request for a lite version. I love the idea but this is too slow for me as well. In any case, I appreciate all modders work, it makes this community great :)
N3V3RFORGOTT3N 17 Dec, 2018 @ 3:38pm 
can u make a patch for ESC 3.0?
Sabaithal 12 Dec, 2018 @ 4:55pm 
Just want to say, I absolutely love this mod! It feels so much more...satisfying? Relaxing? Something like that, to just watch these battles play out over longer periods of time.
[Q]uik 11 Dec, 2018 @ 9:40am 
I would like a in between mod of this and vanilla.
It's just slightly too slow for me I think like 150% hull etc and like -50% fire rate or something (math is not my expertise) would be better ^^ Is there an easy way to edit it myself?
- Abby Sciuto 10 Dec, 2018 @ 2:55am 
I mean to each his own really, I don't meant to say or imply what you want is wrong, we've all got our own preferences.
Chickenhunt  [author] 10 Dec, 2018 @ 2:44am 
@- Abby Sciuto Well I understand your point but it is still a game and it has to be fun.
Building your empire and planning a war for hours and hours and to have such a big anti-climax battle of "just a few seconds" is not really fun to me.
And if you like the vannilla version more then thats fine and no problem. That is why this mod is optional and modular for you to download if you want it changed.
Personally I use the EXTREME version in my game and its real fun combined with my other space battle mods in my collection.
- Abby Sciuto 10 Dec, 2018 @ 1:07am 
I mean their speed makes sense given the timescale that the games runs on, we're not talking seconds passing here like real time, we're talking days passing as seconds, so what seems like a short battle to us, ingame that shit can last a fucking week or two, which is extremely excessive when you think about it, like it takes days for Missiles and what not tor each their targets.
IchBinGroot 25 Jul, 2018 @ 10:53am 
thx
Chickenhunt  [author] 25 Jul, 2018 @ 6:46am 
@IchBinGroot Yes, as long as these mods dont produce their own combat computers and/or sensors.
IchBinGroot 24 Jul, 2018 @ 11:21am 
does this and cinematic space battles work with modded-in ships?
Chickenhunt  [author] 7 Jul, 2018 @ 3:25am 
@Sentry Ward It has some tiny balance issuess but its way more fun to actually watch the space battles after hours of empire buildup.
Sentry Ward 6 Jul, 2018 @ 8:40pm 
Probably balance problems:
1. Living metal s much more powerful same as Dewouring Swarm and shield regen auxs and starbase modules
2. You can easily get Elite ranked ships cuz they do not oneshotted - increased chance for emergency retreat
3. Aircrafts more useless cuz they all get die on few waves

Probably I miss something else.

BTW, I like idea of increased space fights