Stellaris

Stellaris

Amazing Space Battles
3,282 Comments
Sleuth Kog'Maw 10 Jul @ 10:30pm 
With regard to the autocannon gfx bug I'm pretty sure it's just missing an input after "texture = ". In the file under gfx/projectiles/ap_ballistics it's just blank
John Helldiver 10 Jul @ 7:26pm 
Hey, when I use this mod, I can't advance time to make things faster, it means that the ships, that became way slower, can't be sped up! O|
joe 10 Jul @ 5:01pm 
I found a weird bug maybe with this mod? Fleet powers are reduced to the number of ships a fleet has, ie: A fleet with 3 ships will have 3 military power, a fleet with 5 ships will have 5 military power, however some random fleets after i expand them alot wont be affected and some random starbases aren't affected
Chickenhunt  [author] 10 Jul @ 12:34pm 
The autocannon gfx are sometimes not working properly with certain shipsets, its on to-do list.
Bumsgeordi 10 Jul @ 11:17am 
I've also got the problem with the autocannons not properly working.
Deep♂Dark 6 Jul @ 6:00am 
Love this mod ! just wonder any tutorial for making patches? I am using kurogane shipset, the explsion always appear beneath the ship ,looks a bit weird
EJR 5 Jul @ 7:23am 
@DaViper
Thanks, that was my line of thinking too actually but I wanted to make sure
DaViper 4 Jul @ 11:20pm 
@EJR, as that is listed as 'compatible' with no instructions (while you see real space given info) they should live together regardless of order.
When I ran NSC (dumped that a while back) I put NSC below (later) ABS, if that helps.
EJR 4 Jul @ 9:16pm 
What is the load order for this and NSC?
General_Qwert64 3 Jul @ 10:20pm 
I was wondering, do the affects of this mod only take affect when the player is watching the battle or in the system of a battle, and so AI battle offscreen won't have added performance issues?
J Rockit 2 Jul @ 8:38pm 
This mod is preventing Ancient Ruination Glare from appearing on ship design for Paradox Titan. Tested by unsubscribing then resubscribing. Am also using UI Overhaul Dynamic (conflict possibly?).
[F.I.S.T] diva.Y.J 29 Jun @ 6:47pm 
"I dont know why i have this problem with this mod. Everytime i turned it on, my Ship firepower reduce to single digit. Is someone probably knew where the problem is? Thank you"

Same here - also currently working on an AI Mod which changes defines, but for some reason this mod changes AI Behaviour (could have something to do with the balance changes).
Noble 28 Jun @ 9:58pm 
There appears to be a duplicate Engineer leader trait which takes up an extra slot, it effectively does nothing other than a 0.1% boost to daily ship repair, but since its seperate a leader can have two engineer traits, with one being functionally useless.
Gomikael 28 Jun @ 4:34am 
Same issue with autocannons they all shoot directly downwards.
Deep♂Dark 27 Jun @ 5:55pm 
HiHi! I love this mod ! And I just found a problem when play with NSC, some ship like Dreadnough do not have sinking animation, it will stay still and the explosion appear beneath it.
PythonicArgent 27 Jun @ 6:23am 
hello! seem to be having an issue with the auto-cannon graphics?

when firing for one they do not accurately follow the target, being off on the z or y axis
and in addition the graphics for all auto-cannons are now yellow rectangles?

I've tried unsubscribing and resubscribing, even gone through my entire modlist to see if it was a conflict (it was not) but I don't see many other people complaining about this issue so I feel a little stuck as to what is going on?
Reichtags 27 Jun @ 6:11am 
I dont know why i have this problem with this mod. Everytime i turned it on, my Ship firepower reduce to single digit. Is someone probably knew where the problem is? Thank you
Chickenhunt  [author] 27 Jun @ 5:22am 
@Serious Looks like your launcher did not download the mod properly. Try this:
1. unsubscribe from mod
2. delete "mods_registry.json" -> User\Documents\Paradox Interactive\Stellaris
3. delete "ugc_1878473679.mod"-> User\Documents\Paradox Interactive\Stellaris\mod
4. subscribe to mod
Serious 27 Jun @ 2:50am 
Yes, I'm sure it was opened
Chickenhunt  [author] 26 Jun @ 12:23pm 
@Serious Did you activate it in the launcher?
Serious 26 Jun @ 7:55am 
Mod can't run normally in the game, for example, the added battle special effects optimization can't be displayed normally here, just the original special effects
Chickenhunt  [author] 25 Jun @ 12:32pm 
@「Axophia™」 Hi there, if you think the battles are too long you could get the shorter battles addon from the collection
「Axophia™」 25 Jun @ 12:05pm 
Hi I tried this mod like several updates before and uninstalled it because it made space battle too long like on vanillia it needs to be like 10 battles finish in order to finish in ASB for only one battle is it the same or something changed? thank you in advance
Chickenhunt  [author] 25 Jun @ 4:06am 
@leovn119 go to mod location and then ASB\common\ASB_defines.txt

Then edit FLEET_BASE_FORMATION_SCALE and FLEET_BASE_FORMATION_DIV
Chickenhunt  [author] 25 Jun @ 4:04am 
@DaViper double clicking on a ship and following it in slow-mo is always a cool thing to watch
DaViper 23 Jun @ 11:57pm 
Sorry for bein' a noob. (no I'm not. Heh.) But how in the hell do you guys follow the battles? I've tried "immersive/cinematic (both out of date) plus 'default' cameras, and I swear this is a PITA just to focus on things, let alone watch the action for more than glimpses.
(Also, as a newer player, I do probably have more popups than a 'vet', but damn that interrupts things as well.)

A bit of advice would be nice. (Otherwise, these mods are awesome.) :steamfacepalm::steamhappy:
leovn119 19 Jun @ 10:43am 
Hi. I'm trying to make it so that my ships stay closer to their original formation when they begin combat instead of spreading out all the way. Do you know what value I need to tweak ?
Chickenhunt  [author] 19 Jun @ 6:23am 
@Escaton This is intentional. It is so that the battle usually starts out as a firing line standoff, and as the battle progresses it becomes more chaotic and ships begin broadsiding, fleets mixing and if it keeps going for really long (e.g both parties keep sending fleets) the whole system will be in complete combat, causing even more epic battle scenes. (check out 2nd trailer were there is a battle that was already happening for about 4 minutes)
Escaton 19 Jun @ 4:16am 
yeah unusable without editing some of the mod files myself. artillery corvettes as an example do not even try to keep distance anymore.
Amon Grabmore 18 Jun @ 9:50pm 
Yes i noticed that the mods combat ai just lets all ships fly close my organic stingers with artillery computers fly into close combat...
Tenshi Hinanawi 16 Jun @ 8:28am 
Hello! Did this mod originally space ships further apart? Because it doesn't anymore
Hood 12 Jun @ 8:05pm 
Is it just me or did this mod change over time in the sense that ships would engage in battle by going straight into battle so that the enemy is in range. Now it appears that when my forces enter the battle they don't immediately swarm the enemy, they slowly approach, in each battle this happens. Is this whats supposed to happen? I just got the mod on its own as my only mod so there should be no conflicts.
butcherbrood2 12 Jun @ 9:48am 
thank you!
Chickenhunt  [author] 12 Jun @ 9:15am 
To everyone wishing a 3.14 version; This mod is ALSO compatible with 3.14 as well as V4. I updated top description.
Ömer 12 Jun @ 8:17am 
You should post a 3.14 version only workshop page. We need it.
SVaughan 9 Jun @ 2:13pm 
It should still work with 3.14 despite being updated to 4.0.

I'm using QoL mods made for earlier 2.0 game versions in 3.14 right now.
butcherbrood2 9 Jun @ 11:30am 
is this still compatible with 3.14 or is it 4.0 only?
Possibly Kim 9 Jun @ 11:05am 
Hey i still got problems with the autocannons liek @Struzhka said and somebody else.. it looks like they are using the shells as projectiles, pls fix! I cant play without them lol
DaViper 7 Jun @ 6:29pm 
I'm curious. I use RS, NSC and when this is used my corvettes fleets (early game) drop to 1-6 'firepower' no matter their fleet size, and all of them pretend that its 'circle the wagons 'boyzzz' time when attacking anything.

Swapping out for the ASB (ironman) resolves the problem.
I thought that this was supposed to be fixed already?

I have already double checked load order and mod compatibility, and everything is working and not complaining or crashing.
Achilles 7 Jun @ 10:36am 
anyone else having massive desyncs with this mod on multiplayer?
L0NEW0LF 6 Jun @ 11:08am 
Funny thing I lost a battle I should've won cuz of the computer changed from this mod. My swarm corvettes wouldn't close in from a large distance so half of them got annihilated by missiles before they got a chance to fire. Is there any way to fix issues like this from this mod or would I have to just not use it.
BOSS_KOTLETKA 5 Jun @ 3:46pm 
Can i play it with 3.14?
ps: the Mod is great!
Alpha ☭ 4 Jun @ 5:18pm 
it looks like we can get achievements without ironman now. Will this mod disable achievements?
Some comments here say that the biological ships have some problems, ist this a problem atm? If so I would have to wait for my next run with normal ships.
Larsen 4 Jun @ 12:32pm 
After some testing, i found that for meat ships.
That the Maulers mandibles weapons do 0 dmg they only fire the S-slot weapon.
As for the Weaver so called "Buff" slotted weapons, dont use it no matter if you use this mod or not, the targeting is all over the place, some times they just fly around in a circle for them selfs buffing each other, other times they will fly to X station and buff it.
Harbringer(carrier ship) the strike crafts fire only 1 time then just fly around X target doing nothing, so if your a strike craft fan this is not a mod for you.
Ugly Hamster 3 Jun @ 9:05pm 
Question, did you balance the weapons after the changes? If you did, please look into balancing Strike Craft some more. I've tried Strike Craft extensively as a massive fan of them and it seems like they've been nerfed into and through the ground. Where before strike craft only/heavy build was viable until super late game, now even T3 in early/mid game do negligible damage. To the point where auxillary small weapons were doing 5-10x more.
Simon Klevin 3 Jun @ 3:09am 
Ok you can get a similar effect by using the ironman version along with a different fleet spacing mod, if anyone else is like me and really likes the visuals but not the combat computer changes
Simon Klevin 2 Jun @ 9:00am 
Is there any chance of a version of this mod where the combat computers aren't changed? The effects are amazing and i know why the change was made, but it ruins some designs (specifically the ones with artillery computers that run away from enemy ships) and that's very sad:(
Paladin Dawnheart 2 Jun @ 7:07am 
3.14 Patch? Going back to 3.14 while everyone is updating <3
na.sommer 1 Jun @ 9:54am 
Mate your mod is peak thanks that my eyes can witness something that beautyful:steamthumbsup:
GhostInPajamas 1 Jun @ 9:24am 
Hey, thank you for the awesome mod. I'm having an issue with the autocannons, when they fire its just a stream of yellow rectangles that spew in random directions without actually hitting a ship. Is this an issue with 4.0?