Stellaris

Stellaris

ASB Addon: Shorter Battles
129 Comments
Chickenhunt  [author] 5 May @ 1:07pm 
Updated to Stellaris V4
Imuyaaa™ 30 Jan @ 12:27pm 
@Chickenhunt oh it thought it also reverts the combat computer behavior to vanilla as well, i see. i can't let go of the cool effects of ASB but i also really need the vanilla combat computer behavior else ships designs that rely on keeping at range like whirlwind cruisers would get obliterated.
Chickenhunt  [author] 30 Jan @ 4:42am 
@Imuyaaa™ Asb changes how combat computers work back to the way it used to be before and improves on it.

The reason for this is that you get to see a realistic battle were it starts out at ranges you set, and if its a longer battle it enters a faze were ships begin closer quarter combat and broadsides.
Imuyaaa™ 30 Jan @ 2:06am 
is it me or the combat computers still gets messed up? i had destroyers with 4 missiles still charge to melee range even with artillery computer which is really fatal for kiting builds. Though with the ironman version of ASB they work properly.
Chickenhunt  [author] 29 Jan @ 7:30am 
Updated to 3.14 - Fixed some issues:

-This mod now also removes the slower ship speed in battles
-This mod now also reverts strike craft animations to vanilla speeds (faster)
Bazou 18 Jan @ 9:34am 
I second this, this causes AIs to evac before a single shot is fired, every single time
perl 11 Jan @ 9:03am 
Not sure if this is intentional, but the shorter battles submod doesn't revert the slower sublight speed change. That means that all ships in combat get a -80% sublight speed which affects balance
Chickenhunt  [author] 18 Nov, 2024 @ 2:37pm 
@Volkov If you want this mod then you need both asb and this, and place it below asb.
Volkov 16 Nov, 2024 @ 8:09am 
Do I need both this and ASB? Does this go below ASB in the playset list in the stellaris launcher?
Chickenhunt  [author] 14 Nov, 2024 @ 5:15am 
I guess you could wait until the buffed ships and stations get destroyed.

When you get this mod it turns off the script from the main mod.
That script gives buffs to ships and stations that are build and those that exist in the game, in order to prolong battles.

So if you get this mod mid game, after asb has been activated, over time, the new non buffed ships will fade out the old ones. Leviathans will still have the received buffs (until you kill them, but then they are gone anyway, so yeah)
Spotted 8 Nov, 2024 @ 7:38am 
Is there a way to get the mod to work with current save game?
Chickenhunt  [author] 7 Nov, 2024 @ 7:15am 
@Sammy In the case of the main mod (without this mod enabled): The battles last a lot longer. BUT, it also depends on the battle. If you have a 100k fleet vs an 10k fleet, the battle will still be over fairly quickly
Sammy 7 Nov, 2024 @ 6:48am 
I guess what I meant is, even on Slowest Speed do the battles still look fast?
Chickenhunt  [author] 6 Nov, 2024 @ 3:30am 
@Sammy This mod disables the scripts from the main mod.
Those scripts make the battles last longer.

If you want slower battles don't get this add on, just subscribe to the main mod.
Sammy 6 Nov, 2024 @ 2:52am 
So, I have a question about this mod. Does it make battles go too fast, even at the slowest speed? I like watching battles but I don't want them to be too fast when watching.
Chickenhunt  [author] 15 Oct, 2024 @ 8:42am 
Updated to v3.13
Chickenhunt  [author] 22 Aug, 2024 @ 5:06am 
@Warlock Raccoon Personally its a trade-off that I dont feel too worried about.

I was thinking about making the script more complicated and including slight regen debuffs respective to the amount of the component adds.

But this is quite difficult to code, but I might do it eventually.
Warlock Raccoon 21 Aug, 2024 @ 2:55pm 
"Extraordinarily difficult to kill" may have been understating it. I mean the titan is literally unkillable. It is outhealing the damage of fleets that were able to kill her guard fleets with no casualties.

The linear changes to both health and fire-rate has led to an exponential change to in-combat regeneration. Most single entities have very little regen, but the synthetic queen has a massive amount of regeneration (5 Cetana Nanite repairs lets it heal 1.25% hull and 1% armor daily)

I love the longer battles too. But losing the game because Cetana was able to stay alive in constant combat for several years straight really highlighted a nasty side effect of the base mod.
Chickenhunt  [author] 21 Aug, 2024 @ 11:57am 
Updated to v3.12 (now without triangle in launcher)
Chickenhunt  [author] 14 Aug, 2024 @ 5:06am 
Yes, that's all true.

But in my opinion that's really fun, to have some longer battles with single entities such as leviathans. It makes them a lot of fun to watch.

But of course this mod is for people who don't prefer that, and that's totally fine.
GlitteringGem 19 May, 2024 @ 6:41pm 
@Warlock Raccoon Yes, it took me 5 times more fleets than Synthetic Queen to defeat her. The original mod did change the balance of the game's combat.
Warlock Raccoon 19 May, 2024 @ 3:07am 
Hi, I recently had to adopt this mod into my playset because the base mod makes the Synthetic Queen's titan extraordinarily difficult to kill relative to the rest of the crisis. By increasing health and lowering fire rate, the titan is able to regenerate far more health and over a longer time than it would normally. Is it possible for the base mod to take a look at and possibly balance regen in combat? Fighting the Synthetic Queen has highlighted to me how strong it becomes with ASB.
Chickenhunt  [author] 8 May, 2024 @ 11:45am 
Updated to v3.12
Chickenhunt  [author] 26 Sep, 2023 @ 5:20am 
Updated to V3.9
fullp0w3R 6 Apr, 2023 @ 10:12am 
is this really vanilla speed? feels way faster
#1Smitty Werben Jaggerman Jensen 28 Mar, 2023 @ 2:54pm 
is it possible to just swap with the ironman version of the mod to get rid of the gameplay changes because its not possible to add this addon during a game?
Chickenhunt  [author] 5 Jan, 2023 @ 1:15pm 
Updated. fix 200 days retreat timer and is now back to vanilla values.
Chickenhunt  [author] 30 Dec, 2022 @ 8:09am 
Updated to Stellaris version 3.6
Phasma Felis 7 Dec, 2022 @ 7:58am 
If you want the sweet visuals without the mechanical changes (including the 200-day retreat thing), the Ironman version of the mod works great.
Sabahel-Tep 28 Feb, 2022 @ 1:06am 
fix pls
Regr0up 13 Feb, 2022 @ 1:08pm 
ASB Addon: Shorter Battles + 200 days of retreat = absurd.
Man,pls, fix it. Still 200 days(
ArcZeroNine 24 Nov, 2021 @ 11:12am 
ah, my bad
Deviant 24 Nov, 2021 @ 2:57am 
I have been subscribed to that mod for a long time. I mean, that mod needs to be integrated with that.
ASB Addon: Shorter Battles + 200 days of retreat = absurd.
ArcZeroNine 24 Nov, 2021 @ 2:33am 
@Deviant - looks to be a patch made in the earlier comments in this mod

@Chickenhunt - im on the fence with this as i used both ( base ABS and ABS+Shorter Battles ) but was feeling like there was something not right. The long battles of base ABS were beautiful but kinda kicked me in the rear for wars, and the Shorter Battles Add-on ( this one ) made finish like the would normally but cant fully enjoy the light show ( unless u slow the game down, do that with an multiplayer game lol ).

So would it be possible to get something in between? A slightly longer battle, but not as long as the base ABS, like the middle ground. ( also with the retreat timers adjusted accordingly. Mainly making a request as i need ABS to play now with: ship logic, pewpew looks, and formation looks....base game looks bland but need shorter battle add-on so i dont get decked at my first war in early game
Deviant 18 Oct, 2021 @ 5:11pm 
I propose to add to this mod the fleet retreat not 200 days (as balanced for the main mod), but 30 days.
Chickenhunt  [author] 12 Oct, 2021 @ 4:33am 
Updated to 3.1+
yangtuoxiong 5 Oct, 2021 @ 11:58am 
update?
Teber 17 Jun, 2021 @ 4:33am 
can remove after game start?
Ragnarok 29 May, 2021 @ 5:49pm 
@Shira: ASB original->this mod-> the fix for the mod's FTL charge times, look thru the comments
Shira 26 May, 2021 @ 5:58pm 
Is there a specific load order that this mod has to be in?
Xynerorias 8 May, 2021 @ 4:55pm 
So my friends and I started a game without the submod. Is there no way to use this now without starting over ?
Extradimensional Horror 30 Apr, 2021 @ 3:57am 
Here's a dumb question. I know this add-on needs new games to work, do I also need a new save to remove it or can I do it mid game? For some reason I never tried the standard version, got this and just realized I'm oneshotting everything. I was wondering about pacing of battles without this add-on but I also do not want to start over if possible.
SloppyJoppy 5 Apr, 2021 @ 8:45am 
as much as i like long epic battles, i've lost wars to it because the ai at higher diff replenishes way faster than you and just comes with new armies instaly while you have to wait for the battle to finish to proper replenish, and that they just stuck your army in a long fight and then their ally attack from another choke point but my army is stuck in a long ass fight and cant go there, so sadly i'll have to use this addon
Ragnarok 30 Mar, 2021 @ 9:19am 
Equivalent to base game.
Robot Autism 29 Mar, 2021 @ 3:48pm 
Does this make space battles equivilant to to the base game in terms of duration? I am worried the increased duration will affect balance, but a shorter duration would too.
Ragnarok 23 Mar, 2021 @ 8:28am 
This mod is also a requirement if you want to use ASB and NSC2 together - ASB does not include fixes for the advanced ship behaviors of NSC2 when using its longer battles.
HateDread 19 Mar, 2021 @ 8:01pm 
@chickenhunt Someone in the comments has fixed it with their own mod, but the FTL retreat time wasn't reset in this mod, so it's impossible to retreat.
Nova Dancer 17 Mar, 2021 @ 10:12pm 
The biggest weakness of this mod is definitely the length of the battles. I really liked the pretty lights, but it doesn't make much sense if research for world-ending weaponry is finished before battles are. The modded battles are too long.
Kyrie 13 Mar, 2021 @ 4:57pm 
Kyrie 10 Mar, 2021 @ 12:30pm 
FYI: This mod doesn't adjust the 120 emergency retreat cooldown from the original mod, so you might need to manually tweak it yourself or remove it because it's ridiculous