Stellaris

Stellaris

Advanced Ship Behavior Modules: Revisited
39 Comments
1000-7 ZXC Dead Inside 2 Jul @ 2:32pm 
worked fore 4.* ?
just bio-ships... especially at the start, because of the firing range they behave... to put it mildly "ineffectively". (with these "mandibles" I want to use the "charge" tactic, so that they just fly up tight and "eat")
corsairmarks  [author] 16 Jun, 2023 @ 8:22pm 
@wagnerleung0079 It depends on whether or not you edit the global designs, I suppose. I don't do much with ship modding - it's worth connecting with people who do at the Stellaris Modding Den Discord.
Red Sun in the Sky 16 Jun, 2023 @ 7:58pm 
Do I need to make them upgradable to change computer
corsairmarks  [author] 16 Jun, 2023 @ 11:53am 
@wagnerleung0079 no, although you could choose to extend it to those ships. You'd need to override their ship_sizes to alter their required components, and then add the relevant component_templates for a no_ai flavor of the default computer ("role" in the game files).
Red Sun in the Sky 16 Jun, 2023 @ 10:36am 
Does it work with resurrected space fauna and other un-upgradable event ship?
corsairmarks  [author] 17 Apr, 2023 @ 3:32am 
@Ghost Fox - I was able to get everything updated for 3.7
corsairmarks  [author] 18 Mar, 2023 @ 11:47pm 
Heh you caught me, I was having too much fun working on a new Specialist Subject that I am creating. I'll evaluate this mod as part of my modernization for 3.7 - it looks like the additional behaviors added by this mod are still helpful based on the quick check I did a while back.
Ghost Fox 18 Mar, 2023 @ 11:34pm 
So... how's that evaluation going?
corsairmarks  [author] 12 Dec, 2022 @ 11:01pm 
@ubet this mod has not been updated for the 3.6 ship changes. It overrides all the built-in ship classes, and thus frigates won't exist if you use the present version. I am planning to evaluate whether the new in-game combat roles take the place of this mod before i begin work on potentially updating it.
ubet 12 Dec, 2022 @ 10:57pm 
Hi Corsair,Since update and this mod loaded. Frigates are not build able.
I think part problem is to do with the the hyper drives.
macfabhcun 7 Aug, 2022 @ 8:50pm 
Confirmed working with ships in scaling. No conflicts in files.
corsairmarks  [author] 26 May, 2022 @ 11:09am 
@BillNyeTheChickenPotPie I'm not planning any additional submids for this mod. However, I believe scaling is achieved by the graphic entity definitions (.asset files) that are unrelated to this mod.
Bathtub Goblin 26 May, 2022 @ 8:07am 
will there be a patch planned for ships in scaling?
corsairmarks  [author] 21 May, 2022 @ 9:08pm 
NSC may make its own, similar changes (or you loaded this mod after theirs, and this one took precedence). Unmodded Stellaris still ties ship behavior to the ship's computer.
Zares 20 May, 2022 @ 2:03am 
I mean I used to have NSC, and looks like they use the same AI behaviors. Just not sure if they made an additional script that overrides computer's behaviors or it's how newer versions of Stellaris work.
corsairmarks  [author] 19 May, 2022 @ 2:12pm 
@Zares this mod will probably not work with NSC because both mods modify the `ship_sizes` file.

I believe ESC may already include support for this mod's AI behavior, but I'm not sure.

If you select a computer with an AI behavior and a further "ai behavior" component, I don't know which takes precedence for the actual behavior.
Zares 19 May, 2022 @ 6:59am 
Hey, do I still need to use No AI computers if I want to use new behaviors? When I had NSC in my playlist, I remember I could use any computer, even from mods like ESC, and picking a new behavior overridden the computer's behavior, and I could still get bonuses from computers.
hypersot 16 May, 2022 @ 8:39pm 
Yep, saw it.
Thanks and Thanks!
corsairmarks  [author] 16 May, 2022 @ 8:38pm 
I found the likely culprit and posted a suggestion for the author of the other mod.
hypersot 16 May, 2022 @ 8:37pm 
That's what I'm guessing because, as long as that mod is inactive, your mod works without issues.
It was the 'ai_ship_data' thing that confused me to thing it was your mod's doing :)

Thanks for your time.
corsairmarks  [author] 16 May, 2022 @ 8:30pm 
@hypersot Try without the Buff Out Leviathans mod active. It is possible they have an error in their script.

ai_ship_data is a new section added in 3.4 "Cepheus" - it moved from country_types. It helps the AI figure out how many of each ship type it wants to have, based on its overall naval cap. The resources section is related to ship cost and upkeep. It seems there may be a syntax error somewhere and your game is reading things incorrectly.

This is what I see when I load only the 2 AI Behavior mods: https://www.screencast.com/t/cjfBwSRLxIb3
hypersot 16 May, 2022 @ 8:18pm 
I thought I mentioned it in my post but obviously it wasn't that clear. The playset is as follows:

Buff out Leviathans
Advanced Ship Behavior Modules
Advanced Ship Behavior Modules: Revisited

There is nothing else loaded except the mods mentioned above in that order.

Thanks
corsairmarks  [author] 16 May, 2022 @ 8:14pm 
@hypersot Are you subscribed to the original Advanced Ship Behavior Modules mod? It is required for everything to work, and should load before this one. It contains most of the graphics and localisation files. Unfortunately, Steam will not let me actually add it as dependency of this mod (not sure why), or it would have popped a window to ask you to install it.
hypersot 16 May, 2022 @ 6:17pm 
I'm experiencing some weird behaviour between your mod and the mod 'Buff out leviathans'
( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2592632503 ) in that I'm getting two additional buttons in the Ship Designer with the names 'Resources' and 'ai_ship_data'

From what I can see, the other mod uses only the files 11_leviathans.txt and 13_distant_stars.txt. Those files don't seem to be used by "Advanced Ship Behavior Modules" nor by your mod.

Only those three mods are loaded in the playset with your mod loaded last and the 'leviathans' mod loaded first

Any idea why this happens?
corsairmarks  [author] 15 May, 2022 @ 5:33pm 
@Orionox Yes.
Orionox 15 May, 2022 @ 3:48am 
So if I put this mod after BSW3 it would over write the Ai changes that BSW3 makes to the ships, but would basically keep everything else?
corsairmarks  [author] 15 May, 2022 @ 12:25am 
This mod is compatible with Amazing Space Battles, but not Balanced Space Warfare.

Balanced Space Warfare overwrites the 00_ship_sizes.txt file that this mod also needs to overwrite. In this case, whichever mod is loaded last wins. ALso, for whatever reason, BSW has the Progenitor Hive Offspring ships in the "wrong" file, meaning their versions won't overwrite those from the base game, much less this mod.
corsairmarks  [author] 14 May, 2022 @ 7:35pm 
@Orionox I'm unfamiliar with those acronyms. Could you provide links to their Steam pages?

This mod replaces two files for ship_sizes - as long as those mods do not replace those same two files, then yes they are compatible. If those mods add ship_sizes, they will work together but only ship_sizes in the base game (and by extension, this mod) will have the customizable AI behavior computer + module.
Orionox 14 May, 2022 @ 12:25pm 
compatible with BSW3 and ASB?
corsairmarks  [author] 13 May, 2022 @ 9:26am 
Yes, and this mod needs it due to ship class changes. It's on my list to update.
[Medic] Sanitäter 💉 13 May, 2022 @ 6:56am 
is time to 3.4 update
Sinclair 7 Feb, 2022 @ 3:09am 
Most likely this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2648658105
Because I remember using nanite and singularity bombers.
corsairmarks  [author] 6 Feb, 2022 @ 8:26pm 
@Broccoli are you using a mod that adds Bombers back into the game? I suspect that they may not be coded with a high enough engagement range. If you can provide a link, I could do some testing.

If you're using Point Defense Fighters, then this is what they are expected to do.
Sinclair 4 Feb, 2022 @ 6:21am 
Hello, I'm trying to use carriers and I'm using the Sapient Combat Computer (Carrier - Max Range) and I was wonder if this is what was causing the bombers to just swarm around my carrier during battles like what is shown on this picture. https://gyazo.com/47e6d42d3336209bc18df1ad5b7fa122
UglyP12esident 9 Jan, 2022 @ 10:16pm 
Thanks to you, the range of tactics has expanded.
Please continue to update with the intention of the original creator.
Sorry for the dirty translation.
corsairmarks  [author] 15 Nov, 2021 @ 5:39pm 
@ubet glad to hear it. Let me know if there are any adjustments this mod could use.
ubet 13 Nov, 2021 @ 3:31am 
Works a charm cheers
corsairmarks  [author] 7 Nov, 2021 @ 5:31pm 
Steam will not let me add the required dependency mod to the Required Items sidebar. Unclear as to why despite debugging the http traffic with fiddler (Steam's REST API indicates 302 Moved whether I try to add Adv Ship Behavior Modules, or another mod). There do not seem to be any js errors either.