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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!
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
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
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.
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.
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.
every 4 months not every month when the fleet takes damage
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)
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
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.
+1 to that
1 more thing. would it be possible to move the SL planet decisions to policeis?
or make it less clutery
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
what does it mean (example )?
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)
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
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
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
}
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 ;)
I guess I'll disable the supply chain for AI as well so they're not unnecessarily handicapped by 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.