Stellaris

Stellaris

System Scale and Beautiful
64 Comments
Vales 13 Sep, 2019 @ 6:11pm 
miss this...
Shouravik 26 Apr, 2017 @ 8:06pm 
@Valdindor, please consider my friend request as I am trying to contact you on behalf of the NSC guys.
ToGG 25 Apr, 2017 @ 10:46pm 
I second that @Renegade_Prime. Without this mod stellaris just looks like $h1t. PLEASE bring it back...
Shouravik 24 Apr, 2017 @ 1:46am 
Without this mod Stellaris becomes absolutely cartoonish and unplayable.
Please return, I will even donate to this cause. If not, at least give us the message that this project is dead.
Please.
LogosDistributing 17 Apr, 2017 @ 6:38am 
I miss you...
Deskcar 14 Apr, 2017 @ 7:04am 
Do you plan to update this mod?
valdindor  [author] 27 Jan, 2017 @ 7:22pm 
O and @iCeFrEnZy to remove the mod that is blocking the engine trails remove the 762463759/gfx/map folder. thats the mod that removes the engine trails. Though I have to warn you with the ships scaled teh way they are its going to be very hard to see things. the scaling doesnt effect the engine trail effect.
valdindor  [author] 27 Jan, 2017 @ 7:15pm 
ok @iCeFrEnZy I added the evasion. I hope it works well. Still have to do some testing but it should work
valdindor  [author] 27 Jan, 2017 @ 6:20pm 
sorry guys im back now so I will beging looking at this again.
Icen 12 Dec, 2016 @ 5:38pm 
Made my own revision for now. May have missed some stuff but it works for the most part.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=817385003&searchtext=system+scale
Icen 12 Dec, 2016 @ 2:04pm 
Waiting for that sweet update ;;
SolominFTW 15 Nov, 2016 @ 12:19pm 
Yeah, as far as I can tell, the author hasn't updated the mod. If you look at the top of the page he says something about military school and not being able to update the mod until December. For now, I've been using the two mods independently, but it's just not as good since fleets just kind of span out in squares. It shouldn't be that big of a fix, I'm guessing he used some .ini or equivalent file from a version pre 1.3 and thus it doesn't have the basic evade rates that came with the 1.3 patch.
Black Jack 13 Nov, 2016 @ 5:13am 
Solomin is this still an issue atm?
SolominFTW 9 Nov, 2016 @ 11:37am 
Also, it's reflected in fleet strength values, and this doesn't happen with the individual mods of Zbeautiful or Distant Worlds, whether or not they are activated in conjunction or individually.
SolominFTW 9 Nov, 2016 @ 11:34am 
From what I can tell, this mod removes the Heinlein updates to evasion, that is, the base evasion values for Corvettes, Destroyers, etc. It also displays them as percentages instead of integer values.
Icen 4 Nov, 2016 @ 6:21pm 
Anyway I can remove the trail disabler since I kinda want to see the trails of the tiny ships
valdindor  [author] 1 Nov, 2016 @ 12:00pm 
@WMJ thanks for pointing that out. Ill look at that mod and the file. @INGSOC hmm can you take a few pictures? I have not seen that.
DMTisOK 29 Oct, 2016 @ 7:51am 
Instead of 3 mods only one.
Thanks.
Mesomeso 28 Oct, 2016 @ 4:48pm 
Awesome, but looks like there is flickering in some planets
Prezydent Duda 28 Oct, 2016 @ 3:16pm 
BTW2: Your 00_planet_classes.txt is depreciated - it's not compatible with 1.3.
Prezydent Duda 28 Oct, 2016 @ 2:23pm 
BTW: I recommend adding the "Zoom and Aesthetics Mod". It adds better zooming options.
Prezydent Duda 28 Oct, 2016 @ 2:19pm 
Looks great - this is how the game ought to look in the first place.
valdindor  [author] 27 Oct, 2016 @ 12:06pm 
@Ryanosaurus Should. I have not had a problem with it.
Rionma 26 Oct, 2016 @ 11:40pm 
does this work with ISBS?
valdindor  [author] 22 Oct, 2016 @ 1:33pm 
I just out they changed the names of torps so when you get to torpedos it would just load a box. fixed it.
Redfoxx 22 Oct, 2016 @ 1:18pm 
Yeah, I think so. I have noticed that some modifications were not deleted after they were disabled in the workshop.
valdindor  [author] 22 Oct, 2016 @ 12:42pm 
that fixed it?
Redfoxx 22 Oct, 2016 @ 11:38am 
Yes, but: I have cleared my stellaris/content folder and copied the steam/content folder again. I'll think the problem is gone.... ;)
valdindor  [author] 22 Oct, 2016 @ 11:24am 
@Redfoxx do you have another mod on? nothing in this mod would effect that as far as i know.
Redfoxx 22 Oct, 2016 @ 11:20am 
I*ve spotted some alien ships with an placeholder animation. It look like a box!
Redfoxx 22 Oct, 2016 @ 10:58am 
Well done! The weekend is saved in Berlin. Thanks for the quick good work!
valdindor  [author] 22 Oct, 2016 @ 10:46am 
@Dragoonity @Redfoxx I fixed the planet prob. i had to update the planet_classes file a little. should work now.
Redfoxx 22 Oct, 2016 @ 10:42am 
Many thanks for this mod. Quite good work! :steamhappy:
And I have the same problems like Dragoonity. Hope you can fix this!
valdindor  [author] 22 Oct, 2016 @ 10:29am 
@Dragoonity I didnt notice that. will looki into it now.
valdindor  [author] 22 Oct, 2016 @ 10:17am 
ok good news i figured out a way to make it work. they changed alot of little things so im removing the [component_templates] folder. it seems to be the cause of the combat not working right mosty. now to see if i can update steam correctly >.>
Wiibuu 21 Oct, 2016 @ 8:21pm 
@valindor that sounds like that might be the case, just wanna say thanks for the work youve done. This is one of my fav mods yo
RyuDraconis 21 Oct, 2016 @ 3:09pm 
hey just saying with a better system scale discontinued and distant worlds seeming not to be updated anymore, this seems to be the only actively worked on system mod (at least that I could find) Hope it gets updated soon and keep up the great work :)
Dragoonity 21 Oct, 2016 @ 9:37am 
Not sure if this is happening to everyone or that its just the mod being outdated but for me when creating a new Empire, the planet types like Ocean, Jungle and such are nto showing up for the new ones and that two of them are gray out so that you can't pick them. This is fixed with not having the mod active tho. Might want to look into this at some point.
valdindor  [author] 20 Oct, 2016 @ 7:00pm 
also @Wiitard I just found that out myself. I'm pretty sure I know whats doing it but have to test it. I think they changed the scales of systems a bit so my changes to combat range no longer work right.
valdindor  [author] 20 Oct, 2016 @ 6:58pm 
im still testing 1.3 to see everything that they changed. when i figure out what they did Ill update it. Should be able to do it tomorrow.
Wiibuu 20 Oct, 2016 @ 3:36pm 
not sure why, but while running with Downscaled Ships and ISB Graphics, ships dont attack eachother. Just Chilling in orbit having a picnic. Will wait for the 1.3 update.
Dragoonity 20 Oct, 2016 @ 3:02pm 
anyway for this mod to by updated for 1.3 patch? Thanks
valdindor  [author] 15 Oct, 2016 @ 9:56am 
@LordZarmack the only way (since I can’t control ships locations after combat starts) I can see to make things more visible would be to change the system backgrounds or make the ships bigger. as for the suns I’ll look into it. I don’t remember changing anything like that so it could be a secondary effect of something else.

@Renegade as far as I can tell it is. I have not noticed any problems with those mods. If you do let me know.
Shouravik 15 Oct, 2016 @ 9:23am 
Hey Valdindor, does this work with ISB?
LordZarmack 15 Oct, 2016 @ 1:08am 
its all the suns, they are just below the event horizon of the middle. by about 15% chek your game data regarding sun position. i think you had it edited right when i last looked over the files. -- i wa s gna merge bette r scale with your changes u see. -- but found your mod more consistant. as i found melding them together made gas giant planet orbit right into the gas giant lol -_-

itherway dude. if you know a mod that would make fleet battles be alittle more visable
( i suspect il have to bite the bullet and decide between good battle visuals or realistic sises.)

itherway the mod is solid dude. apart from the suns all being below the horizon line
LordZarmack 15 Oct, 2016 @ 1:05am 
yeah dude apart from that looks great, and a nice improvement on a better system scale. - downside is now i can batle see the actual battles, with is again realistic, but i think they need to be a tad more visable. -- ime using better battles. issue being the good galaxy mod, makes almost all the fights invisable unless you zoom in, and a s there no chase camera for stellaris makes battles less fun.

still ime using downscaled ships too, so i could turn that off and se e if it makes a diference.

but right now things look realistic. apart from the suns always being just below the event horizon.
valdindor  [author] 14 Oct, 2016 @ 7:40pm 
@LordZarmack I noticed the rings not being centered on the suns. I'm still looking for the value for that. All the things I changed or where changed by the mods I merged are global so not sure what one effects just the rings height. as far as I can tell so far they are seen as planets and take all there values from the same place. I have not looked at it in a while so Ill have to go digging through it again to see if i can find that.
valdindor  [author] 14 Oct, 2016 @ 7:40pm 
@IronHair Its not that much slower then the normal. Its been a week or so since I played but out of combat ships tend to go pretty fast. Since the system scale is so much bigger it doesnt really change much.
IronHair 14 Oct, 2016 @ 5:52am 
Before I add this, just want to ask how slow does sublight travel get?
LordZarmack 14 Oct, 2016 @ 4:31am 
apart from that dude, great mod. -- btw its all systems, the suns sit abit below the right orbit by about 15%