Stellaris

Stellaris

Brave Civilians (civilian combat computers)
18 Comments
Kheryo 30 Apr, 2017 @ 3:36pm 
T'was but a jest m80, no need to get on yer high horses for so little.

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 :^)
folk  [author] 30 Apr, 2017 @ 2:46pm 
I never delete other peoples comments (although there's never a rule without exception, I do believe I never have), I do sometimes delete my own when it turns out I was completely off the rails wrong about something.

But I agree, all comment removal on Steam is "sneaky". I should not have done it.
Kheryo 28 Apr, 2017 @ 4:29pm 
Rather sneaky comment management there :^)

The solution probably lies with the devs, but thanks for giving it a try.
folk  [author] 28 Apr, 2017 @ 3:05pm 
No, I remember now - I tried all this when I made the mod. No fix.
Kheryo 28 Apr, 2017 @ 2:30pm 
A shame if you ask me.
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.
folk  [author] 28 Apr, 2017 @ 2:24pm 
Unfortunately, no. This is a bug in stellaris, and I am unable to work around it.
Kheryo 23 Apr, 2017 @ 12:06pm 
Yo, reporting a similar problem here.
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 ?
Duncan 14 Apr, 2017 @ 5:13am 
When combined with the https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=790455347 combat AI mod the attacking ships will move to the position that the civilian was at and then circle there. The civilian ship will moev away and the two will not fight. This results in an endless combat that can only be ended by the combat fleet retreating.

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.
Mike 15 Dec, 2016 @ 3:54pm 
Oh no, no, I didn't mean that at all. You could create quite the dilemma for a player by giving them the opportunity to develop so their civilian ships can escape.

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.
folk  [author] 15 Dec, 2016 @ 2:37am 
Alright, so no tech, no upgrades, no nothing, no leader traits, no fancy new thrusters :-)
Some day I might add some tech that the AI weights never touches, just for the lulz. Hope that would be alright.
Mike 15 Dec, 2016 @ 12:06am 
I agree with twiedrich, such ships are slow because they are not combat ships. To me it makes sense to have the ai try to get away, but potentially fail due to the type of ship they are commanding.
Deo_Mortis 13 Dec, 2016 @ 2:35am 
Honestly I think what you have done with this mod is sufficient for me, thanks for this. I don't want to take away the risk of a war zone and make the ships too elusive. I think if I get my transport fleet caught by an enemy fleet without escorts it's poor planning on my part. It just drove me nuts to see them just circling the orbital station getting blown away by a stationary thing. Argh the pain of the memory even stings.
folk  [author] 12 Dec, 2016 @ 1:48pm 
It's exceptionally difficult to do any of those, and in some cases impossible.
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.
Deo_Mortis 12 Dec, 2016 @ 1:41pm 
For transport ships I wouldn't expect them to be able to outrun a corvette, but move away from an attacking station definitely. Plot a course through a partially devistated system avoiding any remaining stations (and all combat) on the way in to the landing zone. If a friendly fleet is present ignore damage and land the armies. If an enemy fleet is there and no friendlies to support leave for the nearest safe system
Deo_Mortis 12 Dec, 2016 @ 1:41pm 
I don't know the limitations for the behaviors so please pardon me if I ask the impossible. Lets take for example a science ship surveying a system. Space Ameb Hunters enter the system border on their way to another system.
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.
folk  [author] 12 Dec, 2016 @ 5:21am 
Also note that option #1 and #2 can be made so that the bonus lasts for X days after entering combat. So a temporary boost to get away.
folk  [author] 12 Dec, 2016 @ 5:21am 
Excellent.
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.
Deo_Mortis 11 Dec, 2016 @ 6:09pm 
Giving it a spin I'll let you know what I find out.