Stellaris

Stellaris

Better Ship Behaviors
423 Comments
Pinenuts 9 Jul @ 7:05am 
오! 감사합니다
BaBoFantasy  [author] 9 Jul @ 3:06am 
@Large_Gremlin
Since I'm a solo modder, I don't have the capacity to support older versions.

@Pinenuts
네 됩니다. 다만 ASB ironman 을 쓰시는 걸 더 추천하고요, ASB 를 쓰더라도 함선행동은 BSB 의 행동으로 덮어씌워질껍니다.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1880071041
Pinenuts 9 Jul @ 2:09am 
Amazing Space Battles과 호환이 될까요?
Large_Gremlin 5 Jul @ 12:06am 
Does this work on pre-4.0 versions?
Amon Grabmore 29 Jun @ 7:09am 
@BaBOFantasy can we talk on dc its easy this way we are already frends?
BaBoFantasy  [author] 29 Jun @ 5:54am 
@Amon Grabmore
Could you please describe the issue in more detail?
Do you mean that you're unable to equip the Sniper Combat Computer on the Stinger, or that it can be equipped but the ship behavior is acting strangely?
Amon Grabmore 29 Jun @ 5:42am 
@BaBoFantasy Could you see if you forgot about Bio Ships? I'm not a modder and maybe im totally wrong, I looked at your files and for example stingers are not classefied as battleships if im not wrong. So i have the problem that Stingers dont work with the Sniper Combat computer.
Sorry if im wrong but it looks like this for me.
DanielAir 27 Jun @ 5:48pm 
I understand, thanks. To be clear, I am currently using Better Ship Behaviours, with the proper load order described here.
BaBoFantasy  [author] 27 Jun @ 5:38pm 
@DanielAir

I've checked both the thread and your comment.

You're right. This issue might have existed since the beginning of Stellaris, but for much of the game's history—until around a year or two ago—ships essentially just rushed into combat.
Because of that, the problem didn't really surface unless someone added new ship behaviors through modding.
However, with the recent changes to vanilla Stellaris' Artillery and Carrier combat behaviors, ship engagement ranges have increased and made the issue much more visible.

It looks like that save was played in a no-mod environment. In fact, even that save file works fine if you load it with the Better Ship Behaviors mod enabled.
Please check my forum post here:
https://forum.paradoxplaza.com/forum/threads/ship-in-combat-circling-issue-and-the-solution-i-suggest.1746912/
DanielAir 27 Jun @ 12:38pm 
(it includes a screenshot)
DanielAir 27 Jun @ 12:38pm 
I searched around for a bit and it's either: an issue that has started happening in 4.0 (according to a post on the pdx forums), or a much older issue since I've seen some really similar stuff on reddit. Here's the link do the forum post: https://forum.paradoxplaza.com/forum/threads/stellaris-fleets-unable-to-attack-transport-ships.1745683/
BaBoFantasy  [author] 27 Jun @ 11:02am 
@DanielAir
That's quite strange. Such issues almost never happen if my mod is used correctly. Could you share your mod list and a screenshot? If possible, please also include a save file.
DanielAir 27 Jun @ 9:17am 
second time the stupid "can't attack transport ship" problem has happened to me in my 50-years-in campaign. The fact that this bug appears to be in the game for at least 7 YEARS and they still haven't fixed it is insane. Would it be possible to make transport ships just auto-jump with the rest of the fleet when they're the only ones left?
dan1001 16 Jun @ 2:30pm 
undeadpredator.
this is my user name i have sent ya a message on discord
dan1001 16 Jun @ 10:59am 
I do it when I am home at work atm
dan1001 16 Jun @ 10:54am 
Okay will do thanks
BaBoFantasy  [author] 16 Jun @ 10:09am 
@dan1001
Could you possibly share your mod playset? If you use Discord, feel free to contact me there as well. You should be able to find me under the name BaBoFantasy.
dan1001 16 Jun @ 9:07am 
It is only happening with this mod cause I remove it and it's fine! Unless there is any clashes with nsc
BaBoFantasy  [author] 16 Jun @ 3:29am 
@dan1001
I don't think that's an issue with my mod. It seems more likely to be a problem with a ship or component addon mod made for a version prior to 4.0.
dan1001 15 Jun @ 8:34am 
hey i am having issue with titans for bio ships, getting 'SHIPDESIGNER_SAVEFAIL_MISSING_REQUIRED_COMPONENTS'
everytime i try build a ship template so i can't build titans
BaBoFantasy  [author] 13 Jun @ 5:34pm 
@Oliveira
Thank you! I’ll check it out!
Oliveira 13 Jun @ 5:07pm 
Hello, BaBoFantasy — I created a mod that translates and revises the localization to pt-br of various Workshop mods. I use your mod in my playthroughs and have translated/revised it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3498553777
Xenon Dragon 9 Jun @ 8:39pm 
Thank You, this saved my game.
My fleets kept getting stuck doing circles whenever an enemy transport ship or something came around.
TomKazansky 8 Jun @ 5:46am 
아하! 관련파일을 삭제하니까 됬습니다!
TomKazansky 8 Jun @ 4:41am 
혹시 ESC NEXT 에서 나오는 드레드노트 컴퓨터가 활성화가 안되는데.. 어떻게 방법이 없을까용
namusan 7 Jun @ 5:02pm 
심우주 성채 뺑뺑이가 너무 화나서 쓰려는데 저장된 게임에도 작동되나요?
Amon Grabmore 6 Jun @ 10:04am 
@BaBoFantasy i have 2 questions my enigma battlecrusers have 4 M slots I have gauss cannons in them i notice that this still get the ships to close in on the range of my mid ranged wapons or am I missing somthing? i thought it uses the range of its longest range weapons. Second question does it use the base range or the real range.
Thanks anyway the mod is still a blessing
thryllth 31 May @ 3:51pm 
The fact that without this mod my Maulers fly around in circles slowly getting slaughtered by fleets less than half their size is the best advertisement for this mod.
alankraskow 30 May @ 6:14pm 
@BaBoFantasy thank you for reply ^^ adding this awesome content to my playlist now
BaBoFantasy  [author] 30 May @ 6:10pm 
@nyyfandan @alankraskow
ASB and BSB is fully compatible.
alankraskow 30 May @ 1:13pm 
@BaBoFantasy me and @nyyfandan would like to know if it works with ASB?
nyyfandan 29 May @ 6:46am 
Anyone know if this works with ASB? I know that ASB makes a few changes to things like fire rate to do what it does, for example.
Nikal 26 May @ 7:13am 
Coudn't figure out the dancing fleet problem, but

I did experience something… funny. Namely, my cruisers equipped with energy torpedoes and the Sniper computer, while engaging the hatchery bioships, kept rushing into the middle and getting slaughtered. As funny as that was, it may be potentially telling about what's going on. I got suspicious and done a bunch of different configurations, and here's what I found:

The "MAX_BASIC" cruisers, when moving to attack enemies in the middle of the syetem, rush right into the middle of the enemy and then refuse to retreat. As SiS introduces a so-called "Cruising Speed" which depends on which thrusters are equipped, anything other than the default Chemical Thrusters include a "Cruise Acceleration +X00%". So my guess is they couldn't stop in time once the engagement begun, and the computer prevented them from regaining range.If I order them to suddenly change direction before the engagement, they don't get instantly swarmed.
BaBoFantasy  [author] 25 May @ 3:53pm 
@Nikal
I've also tested several times using both BSB and Real Space Ships in Scale, but I wasn't able to reproduce the issue. If the problem continues to occur consistently, please let me know again.
Nikal 24 May @ 6:59pm 
No other mod modifying ship_behavior, I'm afraid. Only other one which did so was the "More Alternate Ship Sections" for which I manually deleted their behaviours file and kept just the new sections.

Frankly, I'm stumped. Sometimes combat work as expected, other times it simply breaks. Just part of the modded experience, I suppose… I don't think there's anything there, but here's my current mods list: https://justpaste.it/dmidd

I'll do another manual pass with the IronyModManager tomorrow, just in case I somehow managed to muck up the patch file. The odd behaviour is probably not random; I just haven't figured out what's causing it - yet.

Anywise, thanks so much for your effort. :steamthumbsup:
BaBoFantasy  [author] 24 May @ 6:19pm 
@Nikal
At this point, I think we should take a look at your mod list. It doesn’t seem like the issue is limited to just a few specific ships - it looks like something may have overridden the BSB ship behavior entirely.
Nikal 24 May @ 5:01pm 
Seems I spoke too soon about the hatchery bioships… Actually, now I noticed my own ships, specifically the long range ones, also refuse to engage transports.

https://ibb.co/yc6GqdQh
https://ibb.co/4ws0Y2K1
https://ibb.co/6RB9Y6ys
https://ibb.co/p784XMW
https://ibb.co/yFLLw8kG

Those raiders are still spinning where I last left them, too.
Seemed like a waste to break them up. :D
Nikal 24 May @ 11:14am 
And the designs from the savegame file, in case it helps:
https://justpaste.it/kagrn
cg0rz52 24 May @ 11:12am 
I've been using your mods for awhile and always appreciate the time you've taken to develop Better Ship Behaviors.

Recently, I continued an existing save this morning with a friend on multiplayer and every time I get into a battle with my fleets it causes a RANDOM _COUNT desync that repeats every day we're in battle.

I'm using bioship fleets while the other player isn't. He doesn't seem to have desync issues when he is battling, so it only happens when my fleets go into combat.

It only started happening after we updated this mod and it continues to happen even now after we tried rebooting.
Nikal 24 May @ 11:05am 
BaBoFantasy  [author] 24 May @ 10:36am 
@Nikal
Thanks for the quick reply! Would you be able to share a screenshot of that raiding fleet? It would be even better if we could see their ship designs too.
Nikal 24 May @ 10:25am 
Well, the Hatchery aliens seem to be working now, but the raiding fleet is still circling at a distance from the mining station they've engaged.
BaBoFantasy  [author] 24 May @ 10:05am 
@Nikal
I just uploaded a new update. Could you let me know if it works properly with your save?
If you unsubscribe from the mod and then resubscribe, it should definitely update to the latest version.
Nikal 24 May @ 9:41am 
Both yes.
BaBoFantasy  [author] 24 May @ 9:33am 
@Nikal
What you mean is that fleets you don’t control are exhibiting that circling behavior, correct?
And this is happening even though you’re using the compatibility patch for Real Space Ships in Scaling?
Nikal 24 May @ 9:19am 
So, I just had the aliens from the Abandoned Hatchery stuck in the "dance" around a transport ship, and some raiders stuck around my station. However, I'm using the RS:Scaling patch, so I wasn't sure whether to report it here or there. :/

@амням I strongly recommend using the IronyModManager. If there's an issue with the descriptor (the file needed for the launcher to find the mod) then you'd need to find the mod folder manually, and delete it.
амням 24 May @ 12:46am 
I am in desperate need of your mod... is there any way to fix it?>
BaBoFantasy  [author] 23 May @ 6:43pm 
@Ic4st
My mod doesn't alter fleet power in any way. It might be caused by an older ship component mod you're using - I'd recommend checking that.

@амням
That sounds like an issue with the Paradox Launcher... :steamsad:
амням 22 May @ 3:23pm 
Hi I can't see your mod in launcher anywhere. Tried rebooting steam, subscribe and unsubscribe, nothing helps. It's only with your mod. how can I fix it?
Ic4st 22 May @ 12:19pm 
@BaBoFantasy
half of 2 of my fleets despawned and they capped at exactly 100 and 101 power, might be another mod but this is the only logical one, idk just some feedback, nice mod tho