Stellaris

Stellaris

Larger and Smaller Fleets
182 Comments
Ezra Blaise 12 hours ago 
Glad to have found this! I loved SoaSE and how it had settings to increase or decrease fleet sizes... I have been wanting for YEARS to find a mod with smaller fleet sizes. Big battles look cool, but I much prefer smaller, more intimate fights where a battleship with a tiny squadron of escorts fights against a similar force... Haven't tried yet, but definitely feels like its going where I'm hoping
Flemmi  [author] 11 Jul @ 5:56am 
Yes. It can be added or removed eithout issues.
captainfordo199 10 Jul @ 4:39pm 
Is it save game compatible?
A Harmless Avacado 6 Apr @ 12:40am 
Is it just me or do Gestalt Conscientious empires become overwhelming powerful when it comes to smaller fleets?
Flemmi  [author] 3 Apr @ 10:45am 
if you hit the first option for the alternate UI it should create a menu with categories to fold out instead of one giant list. if there is no such option, resubscribe to the mod to force the update. (i only added this a few days ago), or send me screenshots of what you mean, if i dont understand you right.
NuEvE 2 Apr @ 9:41pm 
Thanks, or maybe just a suggestion you could like separate the cap choices in different categories so it wouldn't strecthed out the UI more than it should be.
Flemmi  [author] 2 Apr @ 12:03pm 
i will try and do that over the week end, but i am not good with UI
NuEvE 2 Apr @ 9:45am 
Can you add a compat patch for UI Overhaul? Just tried it the UI so messed up I couldn't even see the buttons.
CodyProductions 30 Mar @ 1:11am 
Oh wow sick, that was fast. Nice!
Flemmi  [author] 30 Mar @ 1:04am 
i added an alternative UI view, i hope it helps. feel free to give more feedback.
CodyProductions 29 Mar @ 7:22pm 
Is there any way you can make the event window smaller? Maybe separate the options into categories to make it more compact?
Flemmi  [author] 28 Mar @ 5:40am 
yes, this should be compatible with any and all mods. this mod certainly can do what you want, you can even adjust the numbers mid game
Dragon of Desire 28 Mar @ 1:26am 
Does this work alright with ACOT Defines mod? I've been looking for a mod to make fleet caps smaller to help with lategame lag.
Flemmi  [author] 6 Mar @ 12:17pm 
No, i simply left it on private. it should be available any minute now.
SargR 6 Mar @ 11:57am 
holy shit thank you!! <3 although i think it's still being approved by steam? i can't seem to access it yet, it leads to an error page as of now
Flemmi  [author] 6 Mar @ 6:50am 
I quickly made a mod that increases the hard command limit
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3439438884
SargR 5 Mar @ 8:16pm 
wait... IT DOESNT GO PAST VANILLA HARD LIMIT NOOOO! </3
SargR 5 Mar @ 8:04pm 
THANK GOD this mod exists, i was shitting my pants when i realized all the mods i've been using didn't go past the 500 limit, this is a lifesaver
Flemmi  [author] 27 Feb @ 1:33pm 
I changed how the mod works, it should be backwards compatible, if you experience a bug, resetting the mod ingame might already solve it, if the bug wont go away or breaks a save game tell me and i will try and quickly fix it.

the new system is basicly unlimited. want to add + or - 10k% fleet size? sure
Random Tank 22 Feb @ 7:17pm 
Been trying it over the last few days, still hasn't fixed it, but I feel it's with the "apply changes immediately" button, as when I click that I notice it reduces the cap twice, could you look at that?
Flemmi  [author] 15 Feb @ 4:21am 
i changed the reset to hopefully reset the mod to completly new. I hope this helps now. tho i am not sure what could cause this bug for you, aside from the mod not being written very well, i will need to fix that when i have more time.
Random Tank 14 Feb @ 5:24pm 
I added this mid-game, so I've only changed the numbers once via the planetary decision. If I use the reset, I still have the same issue when re-adding the reduction.
Flemmi  [author] 14 Feb @ 5:17pm 
There is a planetary decision to change the settings mid game. i added an option to simply reset active modifiers. I hope this helps
Random Tank 14 Feb @ 4:59pm 
I'm getting the bug where the fleet command limit reduction is doubled, so reducing by 50% makes it 0. Downloaded the mod today so should be latest version, is there a fix?
Flemmi  [author] 28 Aug, 2024 @ 8:06am 
all normal empires will be impacted. crisis and fallen empire will keep their fleets. but if you set it to higher difficulties the AI gets a bonus on fleet size so the -90% becomes -75% or -65% because the difficulty bonus is the same kind of bonus i use, so you can make it a brutal challange by playing on high admiral with a -90% malus the ai get basicly normal fleet sizes and you get 3 corvets. but you can change the value mid game should it be too extreme too. So early game you will not cripple yourself in fights against other empires.
Alxndr 28 Aug, 2024 @ 5:22am 
Does this apply to AI fleets as well? Or will I be crippling myself with -90% fleet size while the enemy AI is ricking vanilla 500 ship fleet sizes?
Flemmi  [author] 27 Jul, 2024 @ 7:23am 
no, fallen empires are not affected, maybe once they awake but i dont believe so.
=L.Y.H= 26 Jul, 2024 @ 5:14pm 
will this affect fallen empire?
Flemmi  [author] 18 Jun, 2024 @ 3:18am 
the mod is still up to date of version 3.12.5 its just that paradox has again added a "v" infront of the version number so its v3.12.5 but the normal version nummeration is just 3.12.5 without the small v infront. it says out of date, but its not.
Flemmi  [author] 30 May, 2024 @ 10:00am 
updated to v3.12.3 - one long standing bug was fixed but since nobody ever reported it i wont tell.
Cosmoros 26 May, 2024 @ 12:36pm 
Is there a way to go over the vanilla hard limit? 500 is good but not good enough. It also makes every other pick for more command limit useless...
primmir 25 May, 2024 @ 10:23pm 
Hey, thx for the mod, I've been using it a lot. is there any way I can get a modifiable variant of the 2.1 version of the mod? I kinda loved how I could adjust each values for tech, traditions, and so on. This mod doesn't allow me to do it.
Bluetail 22 Apr, 2024 @ 11:24am 
Well I want a fleet size cap mod, where fleet command can only go to where I set it instead of it going up to 1000.
Flemmi  [author] 22 Apr, 2024 @ 9:41am 
I dont tthink so, currently it is set up to affect all playable nations equaly, i was thinking about adding a modifier that a player can choose for themself. But the hard limit of the game itself remains, so even with a 90% reduction, if you find enough buffs it would still go up to 500 (or whatever the vanilla hard cap is) sadly the hard cap can only be set by a mod, i dont know of a way to dynamicly adjust or change it.
Bluetail 22 Apr, 2024 @ 8:31am 
So does this allow you to hard limit yourself fleet size?
Elden Ring 2 when? 6 Mar, 2024 @ 12:10pm 
Oh wow that was quick ty
Flemmi  [author] 6 Mar, 2024 @ 8:57am 
there was a bug where hitting "DONE" after using the planetary decision to redo the modifiers would advance the modifiers immediatly i fixed that too.
Flemmi  [author] 6 Mar, 2024 @ 8:52am 
i fixed the double stacking issue. this -600 seems bizzard, i was unable to reproduce it. if you are running other modifications they should not interfere since this is a % based modifier but i cannot gurantee it. sorry to not be of greater help.
Elden Ring 2 when? 6 Mar, 2024 @ 2:03am 
So I'm testing the modifiers now. When ever I set it beyond -20% for Command limit I'll get 0 command limit. If I set it beyond -30% Command limit I'll get -600 Command limit. Is this intentional?

I think the Command modifier is not working correctly, that or its bugged. the Naval limit option works just fine. However if I try to attempt to add change the modifier for either option it doesnt actually change. It starts stacking. So instead of -10% changing to -20% it will stack and become -20% AND -10% = -30% instead of -20%. This also works vice versa with +10% trying to change to +20% instead it will stack and become +10% and +20% = +30%. The modifiers never go away when resetting to default 0%.
Flemmi  [author] 4 Mar, 2024 @ 3:09am 
i just tested it, all AI is affected the very same except for Non normal empires.

A common cause of lag is XENO-COMPATIBILITY it sadly cannot be turned off mid game afaik but the massive amounts of new species it creates has been acknowledged by the devs to be a cause of late game lag. this was a while ago, idk how true it is anymore but i also never had a refutation of it.
Flemmi  [author] 4 Mar, 2024 @ 3:01am 
it is suppose to affect AI,

there should be a planetary decision to activate the mod on old saves.
Elden Ring 2 when? 3 Mar, 2024 @ 9:59pm 
Why doesnt it affect AI? They are the ones that lag the game the most towards late game. *Sad face*
Shy Guy 3 Mar, 2024 @ 3:32pm 
How do I activate the decision mid game to change the fleet command limit? The mod was updated mid playthrough and I checked edicts and everywhere in game but couldn't find how to trigger it.
Flemmi  [author] 3 Mar, 2024 @ 1:20am 
I updated and overhauled the mod. it now supports Larger and smaller fleets. Changes to Command and Naval limit can be done individually at game start.
Flemmi  [author] 1 Mar, 2024 @ 1:14pm 
updated to 3.11
Flemmi  [author] 17 Nov, 2023 @ 3:43pm 
mod is up to date.
CatWith0Lives 17 Nov, 2023 @ 1:41pm 
will this be updated?
Flemmi  [author] 15 Sep, 2023 @ 8:02am 
updated the mod, completly missed the 3.9 release, my bad.
luckywel64 15 Sep, 2023 @ 7:19am 
when will the next update ?
wo4da 30 Jun, 2023 @ 12:57am 
Saved my Quasarcraft, I've been looking for a solution for a long time, thank you very much :peace_hoi: