Stellaris

Stellaris

(-Naval Overhaul Legacy-)
53 Comments
Vrishnak92™ 15 Mar, 2018 @ 6:47pm 
Any word on this mod?
Lavo  [author] 10 Dec, 2017 @ 7:47pm 
Given the huge amount of changes coming in 2.0, and some local changes we are mulling over, there is a high chance we will not be putting out an update until 2.0 comes out.
CyclicRoF  [author] 9 Dec, 2017 @ 7:39pm 
The mod has not yet been updated for the Humanoid Pack.
Lavo  [author] 25 Sep, 2017 @ 7:25pm 
I've updated the mod for 1.8.0.
Lavo  [author] 24 Sep, 2017 @ 1:57pm 
Given the recent changes done in 1.8.0 I cannot give an ETA on when this mod will be updated. Many weapon core mechanics got tweaked and we are unsure of how to proceed with them at this point in time.
pseudonym 9 Sep, 2017 @ 11:32pm 
i Love this Mod!
Lavo  [author] 9 Sep, 2017 @ 10:19pm 
There's a number of reasons, but it was mainly due to a combination of cutting down overlap, i.e. having less weapons in total, that kinetic drivers are one of the default/mandated/etc starting weapons, that there already were five stages for the weapon, and that we wanted one of the three starting weapons to be a high rate of fire weapon. As a result of this, autocannons do not have a place in Naval Overhaul.
Millwrong 9 Sep, 2017 @ 3:29pm 
I don't understad why you gave kinetic weapons autocannon properties. I always thought kinetic weapons where more akin to cannons while autocannons where, well, autocannons.
Lavo  [author] 20 Aug, 2017 @ 4:50pm 
Good call, will change.
AlienGeek 20 Aug, 2017 @ 7:20am 
OK i think i have found a way:
You have to lower the formation_distance.
By setting this value for the MIN behaviours it work better !
formation_distance = 30
AlienGeek 20 Aug, 2017 @ 7:00am 
My Settings:
First row: Use default
Second row: Hit n run MIN
Third row: NO AI
My weapon: Small mass driver (range 20)

I have run a bunch of tests. My conclusion: the Ships will never go below a range of 60.
I also tried modifying the behaviour in the file 00_nav_behaviours:
"ai_behaviour_hitnrun_min"
preferred_attack_range = 30
This made no effect!
Lavo  [author] 19 Aug, 2017 @ 10:03pm 
Did you remember to set the first row to not have an AI behaviour and set the basic combat computer to a No AI version? If you did not then the chosen behaviour will not work.
AlienGeek 19 Aug, 2017 @ 1:55pm 
Just to confirm:
When chosing any behavior from the second row (flanking or hit and run), the ships will fly away without firing. (This make the mod unplayable for me!). Please fix this.
Lavo  [author] 1 Aug, 2017 @ 3:16pm 
Yes it does.
SpardaSon21 1 Aug, 2017 @ 11:27am 
Does this fix the naked corvette issue?
CallsignJackal 4 Jul, 2017 @ 8:23am 
okay thank you I will use it in my next game
CyclicRoF  [author] 4 Jul, 2017 @ 7:32am 
If you have research any ships other than corrvettes it could be an issue.
CallsignJackal 4 Jul, 2017 @ 5:12am 
Hey is this save compatible
Blood_Mysts 25 Jun, 2017 @ 4:47pm 
It's fine, I was losing pretty hard anyway, still am but there's hope. Only just got the game recently so I don't know what I'm doing half the time. I just find it amazing that you both were so quick to respond and fix the problem. Side note, really enjoying the changes this mod makes, so much more I can do. Thanks.
Lavo  [author] 25 Jun, 2017 @ 4:04pm 
I've uploaded a fix. I do not know if it will fix the issue in your current game, I hope it does, however it should stop it from occuring in the future.

Thanks for bringing this to our attention, and I'm sorry you had to suffer from it.
Lavo  [author] 25 Jun, 2017 @ 3:50pm 
We have indeed messed with it; as we added a new regenetive hull tissue module for players, which uses a different tech than vanilla. There might be a bug here, given that I copy/pasted the new tech based on the old regenetive hull tissue tech, but it appears that how pdox did it themselves may have been broken. I'll try and fix.
CyclicRoF  [author] 25 Jun, 2017 @ 10:51am 
@BloodsMists I'm pretty sure we have I will ask Lavo when he gets on today just to be sure.
Blood_Mysts 25 Jun, 2017 @ 10:37am 
@Lavo @m468 Have you done anything to the technology "Regenerative Hull Tissue"? I installed this mod, and only this mod, yesterday, played for a few hours and after I completed the tech I tried using it only to get an error when trying to save the design. It said I was missing the tech, so I kinda just left it be at that point since I had to quit soon at that time. I came back today, tried again but it's not even showing in the list of avalible options. I came here to see if I just missed something about it but the page doesn't mention it nor do the comments so I figured I'd ask.
J03C001 20 Jun, 2017 @ 2:21pm 
I understand, thanks for responding back, I'll see if he has any ideas.
Lavo  [author] 20 Jun, 2017 @ 12:37pm 
Unfortunately we can't "fine tune" the behaviors like that too well. I would suggest poking Issen, the guy who originally made the behaviours mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=790455347&searchtext=ship+behaviours
J03C001 19 Jun, 2017 @ 9:28pm 
Hey, I've been really enjoying this mod and its features, it definetly makes combat a lot more tolerable. I been experiencing some issues with the ship behaviour modules however. I haven't tested what happens with the the others yet, but using the flanking or hit and run at max range behaviors my ships have a tendency to just fly away from or around their intended targets and not engage at all. I wanted to see if anyone else is experiencing these issues here and if anything they did fixed it. If not, I still wanted to make the mod creators aware of it and see if they might have any ideas about it. No other issues though I'm happy to say, again thanks for this mod.
ArcAngel-087 18 Jun, 2017 @ 12:53am 
Just tested all stargate ship sets and carrier class shows up fine now, awesome job. Thanks :)
Lavo  [author] 17 Jun, 2017 @ 10:59pm 
The Stargate ship sets should work now; did some changes on our end. Lemme know if you have any further issues!
ArcAngel-087 17 Jun, 2017 @ 10:51pm 
@Lavo Cool, good to know. It was acually the Mid section not the Stern. I made a work around for the moment, by deleating the Mid section for the carrier and moving the slots, between the Bow and Stern sections. Hopefully it doesn't cause a bug.
Lavo  [author] 17 Jun, 2017 @ 9:36pm 
@ArcAngel-087 It's something on our end. I'll see if I can do some tweaks to let us support most NSC patches.
CyclicRoF  [author] 15 Jun, 2017 @ 11:21am 
@Toby, voidcraft is the issue.
Toby 15 Jun, 2017 @ 11:16am 
@Lavos The only other mods I can think of that might affect it that I use are ISB Balance and Graphic packs (though don't quote me on Balance, I may have had it disabled for that.) Stellaris Expansion and the FTL and Voidcraft packs. And Clean Space No Exhaust. Otherwise my mods are traits and government or portrait mods.
ArcAngel-087 15 Jun, 2017 @ 11:05am 
I know you might not know the answer, but I'm using the stargate ship sets and all the ship classes work fine except the carrier. The picket section is using the mammalian model. Any idea how I might fix it.
Lavo  [author] 13 Jun, 2017 @ 3:42pm 
Uh, this mod doesn't have dreadnoughts. You're having a conflict with another mod.
MossFinder2003 13 Jun, 2017 @ 1:47pm 
not sure if thats the mod or my game breaking
MossFinder2003 13 Jun, 2017 @ 1:46pm 
oh and the dreadnought is a cube now
MossFinder2003 13 Jun, 2017 @ 1:07pm 
ok i unlocked and why i try to design it wont let me it wont me pick anything
Lavo  [author] 13 Jun, 2017 @ 7:03am 
@Toby That doesn't tell me much because I also used research_technologies to see if the battlecruiser would show up, which it did not. What other mods were you using at the time?
CyclicRoF  [author] 13 Jun, 2017 @ 5:49am 
Knight I would like to help you but I need more than "the carrier won't work" because it is working in our internal build. Tell me more so I can help you.
MossFinder2003 13 Jun, 2017 @ 1:59am 
TELL ME WHY
MossFinder2003 13 Jun, 2017 @ 1:59am 
wont let me use it
MossFinder2003 13 Jun, 2017 @ 1:58am 
the carrier wont work
Toby 12 Jun, 2017 @ 8:14pm 
I was checking out the differences between the ship mods and using the research_technologies console command, so I guess it probably doesn't show up normally and you don't have to worry about it. Hope you guys figure out a way to include it though.
Lavo  [author] 12 Jun, 2017 @ 7:22pm 
@Livnthedream For weapon module colors, I admit we have not done this but I will put it on our to-do list, given that this mod is a beta.

For making others compatible with us you'd have to take their files, remove their country_types folder and then check if all works. If there are any oddities, then it's due to conflicts likely arising due to the two mods modifying the same vanilla file or some other reason that I cannot tell you without looking at both mods side by side myself. I admit this isn't the best explanation, but it's the best I can personally do right now.

@Toby Are you using an old save, and/or are you using any other mod that touches ship stuff? As I cannot reproduce that locally; the battlecruiser is locked behind an unresearchable tech.
CyclicRoF  [author] 12 Jun, 2017 @ 6:12pm 
Thanks for the info, and yah you shouldn't have that ship. Its the one I was hinting at earlier.
Toby 12 Jun, 2017 @ 3:08pm 
Yeah I see where you're coming from. Truthfully I'll probably end up using this mod instead of NSC or SCX. But I do have a Battlecruiser in my game that I'm not sure is supposed to be there, the model is broken as well as the section names just being BATTLECRUISER_SECTION.

I will however miss the models for the larger ships from Sins of the Prophets.
CyclicRoF  [author] 12 Jun, 2017 @ 2:33pm 
His response was not "If you are a newb you are better off not touching anything". He literally told you what files you would need to mess with. He even said its not really that hard.
Livnthedream 12 Jun, 2017 @ 2:12pm 
I was referring to the weapon module sizes being different colors. Small/Medium/Large etc. Sorry that wasn't clear.

I don't want to make this compatible with others, I am looking for how to make other shipsets compatible with it. I asked something similar on the SCX page and got what amounted to "if you are a newb you are better off not touching anything". Which I can respect, but find annoying. If I can make basic patches in Skyrim and Fallout I shouldn't have an issue making patches here. I just need to know what I need to add where to make it work. And I would rather not learn how to make ships in general just to be able to do it.

I really hate running across other empires that share ship design. It just bugs the crap out of me.
Lavo  [author] 12 Jun, 2017 @ 1:58pm 
We do have a new size slot icon for the carrier. We previously had one for the frigate, but due ships no longer having individual icons (tied to supply cost now), frigates share an icon with the destroyer due to hard coding.

To make us compatible with other ship size mods, you'd have to strip out the changes we have done to ships as a whole. To do this, delete the country_types folder, our 00_ship_sizes.txt file, and everything in section_templates folder save fallen_empire.txt. You also would have to remove all the ASBM files we have in the mod if you want to use all of ASBM with those ship mods.

Truthfully enabling support for our mod isn't difficult if someone already has an NSC patch; the section set ups we have for the carrier and frigate are similar in terms of hardpointing to NSC's. Vanilla classes only use vanilla styled components as well.
Livnthedream 12 Jun, 2017 @ 1:42pm 
I haven't downloaded this to try yet, going to put it on my tracking list as what you describe has be intrigued and covers some of what I do with other mods. Does include some of the nicer polish elements like color coded size slots that you find in NSC and ST: NH? Also, any chance at a guide to make other ship sets compatible? Cause I assume you guys aren't going to make a patch for everything, and lots of other people don't like covering the 3+ 'more ship sizes' mods with varying levels of popularity.