Stellaris

Stellaris

Supply lines for 2.6
50 Comments
TheGaminODST 27 Feb, 2024 @ 12:43pm 
Update for latest version?
BOUC 4 Sep, 2023 @ 1:22am 
Someone give this mod a CPR!
Valar 28 Aug, 2023 @ 10:11am 
RIP
Marcus 11 Nov, 2022 @ 5:40am 
RIP
John Shepherd N7117 2 Oct, 2022 @ 8:53pm 
RIP
Hjack9090 3 Jun, 2022 @ 7:35pm 
sad
cdcool 15 May, 2022 @ 9:06pm 
Needed for 3.4
Orionox 15 May, 2022 @ 11:14am 
Any chance of an update? The game sorely needs better war mechanics and logistics is the first step in improving them
Imp0815 22 Mar, 2022 @ 3:34am 
This is exactly what the game needs but "falvor" and "story" people are ruining it.
Vlad_1492 4 Mar, 2022 @ 12:36am 
Make it 3.3! Good mod.
MR_Wizard 4 Dec, 2021 @ 4:58pm 
@Soulbinder @TheFlyingPotato is this going to get an update for 3.2?
Wilmfe23 21 Oct, 2021 @ 7:39pm 
Maybe something to add could be a policy for this. That you can increase ship upkeep cost but double supplies carried and reduces wear for hit-run or lower ship upkeep and halve supplies and increased wear for defensive play.
hubertkenobi 4 Aug, 2021 @ 6:52pm 
update for 3.0?
76561198086947073 20 Jan, 2021 @ 2:35pm 
does this mod work properly with 2.8?
Archaeon 13 Sep, 2020 @ 11:06pm 
Hey, ive been enjoying this mod a ton in 2.7 but ive noticed one incredibly annoying yet minor issue

Ive been noticing that monthly wear and tear affects ships that are in orbit of a starbase, but only if you own more than one fleet. The result is easily reproduced by splitting the starting 3 corvettes of a game and flying them around to drain HP via wear and tear, then bringing them back to a starbase.

Its extremely minor, but it spams the HELL out of the notifications bar with the 'ship repaired' popup every time it happens, and it gets a bit ridiculous when you have a lot of fleets all at once pinging every month.

I appreciate the fact that this mod got updated and arguably its rather flawless with the notification spam fixed. Thanks!
tengrieli 5 Aug, 2020 @ 9:47am 
That would be very nice.

Thanks a lot for your dedication and quick reply!

I will now definately be able to use it in my campaign once it's updated
TheFlyingPotato  [author] 4 Aug, 2020 @ 7:48am 
Thanks for the feedback!
1. IIRC they used wormholes when I tested it. They do need the tech (so the empire needs to get the tech first). But I will check that again when I work on the update

2. This is intended to defend the supply lines from ennemes (so ennemies need to get at least a few vessels and not only one corvette). The balance may need to be adjusted, especially when the player get several supply fleets on top of each other.
But remember that when supply fleets are destroyed, the player has to pay alloys, so they aren't completely free (may need to increase the cost)

3. Indeed healing while in battle isn't a really good idea. I think the supply fleets shouldn't spawn when there are hostiles in the system

4. Yep, it isn't very immersive ^^'

I will try to release the next update (relatively) fast, maybe in 1-2 weeks depending on IRL
tengrieli 4 Aug, 2020 @ 2:16am 
4. I also encountered cases where enemy empires spawned fleets on colonising worlds while I had the starbase captures, which is werid. You cannot stop them from spawning and I ended up with multiple supplies of mine being stuck there and end up as a stack of 30 corvettes, 30 years into the game.

TL;DR, Good idea, bad execution, it is very inconsistent imo. I would love to use it for my multiplayer campaigns to make wars more costly and difficult but not in this state.
tengrieli 4 Aug, 2020 @ 2:16am 
3. The moment the supplies arrive, the fleet starts healing, thats what makes this mod special and unique. Though that should not be the case during battle. It happened twice during the same battle once that my fleets were healed DURING the fighting while defending my core worlds. It is unbalanced and adds more issues.

So my suggestion would be to instead drain the hull with supplyshortage, it would make much more sense if there were penalties on firerate/power, movement speed and shileds and only enable the repairs when there is no battle to the death going on. Eventually leading your fleets stranded and defensless rather then destroyed.

tengrieli 4 Aug, 2020 @ 2:15am 
ok I played it for a fair while with this mod, inteded to be used in one of my roleplay campaigns with other dudes and what I found were the following issues:

1. One of the participants reported during testing that the supplylines do not use wormholes or gateways. My assumption is that the spawned supply empire entity does not posses those technologies which is bad for gameplay.

2. The Supplylines sometimes stack up on each other leading to a doomstack in early game. When I rush my military instead of tech ealy, I can end up with +20 corvettes to my 60 early level corvettes which really is unbalanced, considering that those fleets really are only supposed to be a supply fleet. They should not be able to do that. I think it would be better if they behaved like passive science ships.

Silverfishv9 17 Jun, 2020 @ 6:40pm 
I would definitely like to second the idea of supply ships being graphical culture dependent, either using existing models for that culture (instead of mostly using reptilian ones) and maybe in a way that would allow other modders that want to add their own dedicated supply ships, with standards as a backup.
Moon Bandit 12 Jun, 2020 @ 2:24am 
hello i have a question, how would this affect juggernauts and void farers from the mod Nomads?
tilarium 3 Jun, 2020 @ 4:42pm 
Not sure if this has been asked yet, but is there a way to get the escort ships to use the same graphical culture as the empire? Or if it needs to be one of the default graphical cultures then the modded ones fallback? It's just for astetic reasons, the mod is functioning good and adds a cool new mechanic that I really enjoy.
76561198086947073 23 May, 2020 @ 9:30am 
"Roughly every 4 month the homebase sends out a supply fleet that transports fresh supplies to the military fleet."

every 4 months not every month when the fleet takes damage
TheFlyingPotato  [author] 21 May, 2020 @ 6:22am 
1. This will be fixed when I update to 2.7
2. As stated in the description, this is exactly what should happen:
- every month your ships (if not docked) lose 1% health to simulate the harsh condition of space
- your fleets get supplied by a maximum of 3 supply fleets. Your fleets consume supply. They get them back by docking at a friendly starport or by being supplied by the supply fleets. When not supplied (after 6 months) they start loosing health and power (combat, sublight and faster than light)
76561198086947073 20 May, 2020 @ 4:33pm 
couple bugs. if you update to latest stellaris version.
1. the hide planet edics does not work
2 supply lines apear as soon as the fleet takes damage, and they keep coming until there are 3 chasing the 1 fleet across my empire when he has only been gone for 1 month
76561198086947073 19 May, 2020 @ 11:29am 
suggestion for the base setting.

a single planet decision on planet when activted makes an event. where you choose between SL 1-10. upon selecting desired one it creats a planet modifiyer saying which SL is on the planet.
JenkoRun 19 May, 2020 @ 8:52am 
@Ze

+1 to that
76561198086947073 19 May, 2020 @ 8:50am 
ok thanks
1 more thing. would it be possible to move the SL planet decisions to policeis?
or make it less clutery
TheFlyingPotato  [author] 19 May, 2020 @ 7:33am 
If you have 10 or less fleets, each of them is supplied by a different "corp" of supply fleets (when you look at the name of the supply fleets, you will see a number between parenthesis).

If you have 20 and only 5 of them have more than 10% of our total amount of fleet size, then only these 5 will be supplied.

This was due to the old Stellaris code. I could maybe remove these restrictions but I would need to rewrite the mod nearly completely. And I haven't the time for it (the little time I can do modding goes to other projects). Maybe one day lol
76561198086947073 19 May, 2020 @ 6:55am 
this confueses me "The maximal number of consumer fleets is 10. If you have more than 10 military fleets active at the same time, only those who make up for more than 10% of your naval capacity will be subject to the supply mechanics."

what does it mean (example )?
Allein 19 May, 2020 @ 4:23am 
in ZoFE, there are 3 completely new empire types in ZoFE: Ascended, lost, and banished.
TheFlyingPotato  [author] 19 May, 2020 @ 4:11am 
This mod should work as long as you are playing a default/fallen/awakened empire.So I don't know if it will work with ZOFE. Worst case scenario it will just not work for you (shouldn't break your game).

I'm a bit busy right now so I can't say when I'm going to update to 2.7. I have no idea if it works with 2.7

The planet decisionallow you to set the planet from where the supply ships for the corresponding fleet should spawn. It is however a bit hard to tell which of your fleet has which number (look at the name of the supply fleets supplying your fleet to know which number they are). There will be an edict to remove the decisions. For now if you aren't in ironman, you can deselect all, open the console and type "effect set_country_flag=SL_hide_decisions"

The hull damage is the "Wear and Tear" mechanic (see description)
76561198086947073 19 May, 2020 @ 3:47am 
Will this mod get an update.
also why do my ships take hull damage. 2-4 months after leaving the station.
also why are there so many planet decisions ( SL 1-10)

is this mod compatible for the latest stellaris
JenkoRun 18 May, 2020 @ 5:51pm 
Does this play nice with ZOFE 3.0 and the ascension mechanics?
Allein 4 May, 2020 @ 5:52am 
ah yes, now it is actually possible to overextend yourself, and now the Juggernaught is even more useful as just set that as your starbase and then bam! you now can no longer overextend yourself... again..
TheFlyingPotato  [author] 24 Apr, 2020 @ 6:11am 
I gave them this income just to make sure they get the best weapons and modules on their ships (it may be just a tiny bit too much though lol). So I reduced that drastically.

On top of that, the supply vassals shouldn't be in the federations anymore (when they join they will be kicked directly). So they shouldn't interfere with any federation decisions.

Thanks again for your detective work :P
ziyakaz 24 Apr, 2020 @ 2:56am 
Looks like that's defined in the country types file in the mod. Is there any reason those numbers need to be that way?
ziyakaz 24 Apr, 2020 @ 2:40am 
I just created a federation, and all of the vassals are included in the federation. I'm not sure how that will work out when the leader rotates. But as a result, I see why the supply corps has so much power -- it's from economic power. Right now it's almost 10x my economic power. I dug into the save file to see why, and the base income for the supply corps countries is massive:

country_base={
energy=850
minerals=1000
food=1000
influence=3
alloys=1000
consumer_goods=1000
volatile_motes=100
exotic_gases=100
rare_crystals=100
sr_living_metal=100
sr_zro=100
sr_dark_matter=100
}
TheFlyingPotato  [author] 23 Apr, 2020 @ 2:35pm 
Okay just updated it. Just make sure to put it lower in the mod order than any mod altering the same opinion modifier. I don't know of any mods that alters it though.
TheFlyingPotato  [author] 23 Apr, 2020 @ 12:35pm 
Hum, -1000 is the maximum for that opinion modifier. It should be -1 per %power so I guess there might be an overflow due to the vassal not having any planets (because the vassal having 10 times the strength of the overlord is probably no happening).

To fix this, I'm gonna remove the opinion modifier (=have 0 as maximum and minimum) so that it won't affect your vassals. As a side effect, it won't work for normal vassals which means that you can have lots of vassal with no problems). I will post a new comment when the update is live.

Thanks for your feedback ;)
ziyakaz 23 Apr, 2020 @ 11:05am 
In my current game it's okay-ish. I can't get my vassal to agree to a migration treaty because I can't increase the relationship enough, but other than that, they're still loyal. It's a -1000 relations penalty currently -- any idea the relative strength of the supply chain vassal? Maybe the situation will improve as I get stronger relative to the supply chain vassal?

I guess I'll disable the supply chain for AI as well so they're not unnecessarily handicapped by this.
TheFlyingPotato  [author] 23 Apr, 2020 @ 9:45am 
After some research, it seems only a major rewrite of the mod (=not using a vassal anymore but still making the supply ships participate in the wars) would fix this.

If I someday overhaul this mod to reduce some of the limitations (=max 50 countries and max 10 fleets supplied), then I will also fix it. I hope it doesn't affect your gameplay too much.
TheFlyingPotato  [author] 23 Apr, 2020 @ 4:46am 
That's interesting, I'm gonna take a look but I'm afraid it won't be easy to ifx :(
ziyakaz 22 Apr, 2020 @ 11:00pm 
Something I've found, since the supply ships act as a subject empire, they increase the relative power of your subject empires, harming your relations with other subjects.
TheFlyingPotato  [author] 19 Apr, 2020 @ 3:06am 
The "lag" has been fixed. The alloys removed for losing supply ships is now a multiple of 8 and can't exceed 2040 per month (you would need to lose a looooot of ships to reach that).
p1ut0nium 18 Apr, 2020 @ 8:44am 
Thank you for this. This is an excellent concept, and I intend to use this mod in every playthrough!
TheFlyingPotato  [author] 17 Apr, 2020 @ 3:23am 
Maybe some of you noticed a "lag" on the loading/launching screen when at 100% completion. This is due to a Stellaris limitation affecting the utility mod (SLEX). I'm working on it and you can expect it to be fixed soon.
TheFlyingPotato  [author] 17 Apr, 2020 @ 3:21am 
I currently don't plan to update any other SGM mods. I may however take a look and update it if it is quick. But right now I'm busy on another project ;)
The KotU 16 Apr, 2020 @ 1:56pm 
nice, will try this out, Also, any chance of you updating SGMs Logistics mod as well?