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The comments you removed merely show that you care for your users' opinion and feedback, and take the time to go ahead and try to bring solutions to the table. I would never blame you for that.
Anyway, solid mod, hopefully you'll find a way to make it work as intended without disrupting gameplay, and at that point it'll regain its "hella mandatory mod" status to me :^)
But I agree, all comment removal on Steam is "sneaky". I should not have done it.
The solution probably lies with the devs, but thanks for giving it a try.
The idea behind this mod is great however, and is well executed, but it ends up hindering gameplay too much to keep it enabled.
Hopefully the game devs will come up with something to address transport behaviour issue.
You might want to get in touch with them / suggest them to merge the changes you've implemented.
Whenever I end a battle with only capital class ships (0.4-0.6 speed), they chase after the transports endlessly.
If I bring carriers along to alleviate the issue, and the fighters/bombers circle the initial spot the transports had during the fight instead of following them.
Is there no way to disengage fight past a certain distance ?
I understand this is likely the fault of the other mod, not yours, but the other mod is more important to my gameplay so this one is getting disabled. I thought I should inform you of the conflict. I will of course be informing the other modder as well.
Just that, by default, I think it should stay as is, if you can make it so the player has to work to achieve the ability to get away, that'd be brilliant.
But also, I can see how some might just want to not have that problem. So there is certainly a place for your mod which ever way you go with it :D
I havn't fiddle with Stellaris, but can you have a component effect the retreat time? That vs actual speed would be an interesting dilemma. Especially early game the ability to escape larger foes would be quite good.
Some day I might add some tech that the AI weights never touches, just for the lulz. Hope that would be alright.
And in all cases, outside the scope of this addon entirely.
Essentially, it's impossible for an addon to give an order to a fleet/ship to move to a specific location in a solar system. It is only possible to order them to move to planets, stars, fleets, or other space objects that exist already - not arbitrary X/Y coordinates. For addons.
It might be possible to do the science vessel shuffle you describe if there are enough space objects in the system to do those calculations. But in many systems there will not be, so it's not reliable. This was my plan initially with my "Skittish Scientists" addon. But I abandoned that idea quite quickly.
Please re-read the options I gave below, that's what you have to choose from.
If neither of those options appeal to you, there's nothing more I can do.
1. Science ship is clear across the system it continues doing what it was unless the hunters approach. Before combat flee the other direction and try to jump to the nearest safe system
2. Science ship is close but not in combat It moves away, but stays in system unless the hunters approach.
3. Science ship is right on top of the hunters and in combat when they enter system. Science ship is screwed.
Thoughts on the horrendous combat speeds?
Civilan crafts have 0.5 combat speed. Thrusters increase that 1.2-1.6, so a level 4 thruster increase it to (0.5*1.6) = 0.8.
Increasing that to match roughly corvette requires another item that adds a bonus of 400%, or 4: (0.5*1.6)*4 = 3.2
There's a few options:
1. A leader trait for generals and scientists that increases combat speed by 4x
2. 1-3 Technologies that give all or specific civilian craft a 2x/3x/4x (4x = 3.6 speed, slightly faster than corvette without afterburners) combat speed
3. A new set of thrusters unlocked with the same tech as normal thrusters, that increase combat speed by 2x-5x the normal amount.
4. Further tech to unlock more powerful sensor-computer types
5. Change the 4 sensor-computer types I already added to make the bonus I gave (5-15%) non-negligent, so boosting them to 50/100/200%, resulting in a total of 1.2/1.6/2.4 combat speed with a lvl 4 thruster equipped. Not enough to outrun Corvettes by far.