Stellaris

Stellaris

Mini Mod - Combat Fluidity (defunct)
9 Comments
rada660 5 Nov, 2016 @ 11:17pm 
Alright. Tho in my current game I dont have any armies, I will test their behavior soonish.
notu  [author] 5 Nov, 2016 @ 6:04pm 
I haven't had a problem with save game compatability, although your existing transports won't get the behaviour computer until you upgrade them. Should work with all current base ships
rada660 5 Nov, 2016 @ 5:18pm 
Well for NSC compatiblity, it doesn't seem to interfere so far.
rada660 5 Nov, 2016 @ 2:46pm 
Since, early game it does add quite a challenge against pirates, corvette has short range and pirate seem to have a longer range
so got to overwhelm them to be able to kill 4 of them lol

but I wonder, if I add the mod, will it be compatible to a game I already have running? also, compatible with New ship classes?
rada660 5 Nov, 2016 @ 2:43pm 
I could try and test it out~
notu  [author] 5 Nov, 2016 @ 10:19am 
That's the plan, wasn't quite that simple as there was no way to control their behaviour - I've added a basic 'transport' computer now that will try and control it.
I haven't had time today to fully test it, but will in the morning - let me know if you run in to any problems with it
rada660 4 Nov, 2016 @ 11:35pm 
Isn't there a way to have them to have the mode evasive stance by default?
notu  [author] 4 Nov, 2016 @ 7:16pm 
Hmm will change that back, I just got annoyed at how transport ships in combat suicide at enemy ships and then sit on them. I'll see if I can figure out another way of stopping them from engaging ramming speed
rada660 3 Nov, 2016 @ 1:36pm 
Hey. I have found a bug in your mod. It makes all armies' transport ship to be considered civillian ship and makes it impossible to group up the armies into one fleet to be more efficient.