Stellaris

Stellaris

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Real Space - Ships in Scaling
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18 Nov, 2019 @ 3:23am
19 Jun @ 11:41pm
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Real Space - Ships in Scaling

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Real Space Full Pack
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Description
Real Space - Ships in Scaling v 1.10

This version is compatible with patch 4.0 Phoenix.

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This mod is an evolution of the Space Battles mod, adapted for the new version of System Scaling. This changes the radius of the battles and the speed of flights in the system, so that it would better correspond to the changed scale of the system.

When I started updating the Space Battles, I discovered a problem that I had not previously paid attention to. With an increase of 6 times, this became very noticeable. The fact is that with a proportional decrease in the range of the guns, the battles turned into a crazy ball of ships and flashes. Then I realized it was all about speed, which remained the same. After I reduced the speed of the ships in the system in proportion to the scaling, everything returned to normal. Space battles began to look wonderful again.

After update 1.1, these mods no longer reduce ship speed constantly. Although, in essence, they are still doing this, but with one important change. Now both modes globally slow down the flight speed of ships by 6 times, their difference is different.

I decided to add the concept of "cruising speed" to the game. This works as a significant increase in sublight speed when ships are not in combat. Thus, we solve the problem of slow and tedious flights and make space battles similar to those that were in the very first version of Stellaris.

I ask you to pay attention to the fact that Ships in Scaling is now one mod, and not two, as it was before. And this mod now has its own settings in the Real Space menu:

Ship Acceleration

By default, cruising speed depends on the ship's thrusters used, but you can change this setting so that acceleration out of combat is constant for ships of all types. This will make the game easier and more regular.

By default it is set to: "Depends on Thruster Type" (as it was in the Hard version). The parameter "Sustained for All Thruster Types" is similar to the Lite version.

Longer Battles

For more spectacular space battles, long battles are enabled by default. This is achieved by reducing the rate of fire and increasing the survivability of all ships. You can disable this mode for a more regular and faster game experience.

While the Real Space menu cannot be opened during the game, so you can use console commands to change the settings: effect sustained_acceleration_mode_on = yes, effect sustained_acceleration_mode_off = yes, effect longer_battles_mode_off = yes, effect longer_battles_mode_on = yes.

If you are used to playing Amazing Space Battles, I recommend that you use ASB Ironman version to avoid conflicts. With this, you will get all the slowdown effects from Ships in Scaling and the graphical effects from ASB.

Why you should (should not) use this mod
Originally posted by UncleJosephS:

> You no longer could have just 1 fleet / armada of fleets defending your entire empire, because if they are currently busy in another part of space, they would take literally years to get back.

> Having a shipyard close to the frontlines became a necessity, not just convenience. Also, you'd probably want to have 2, instead of just 1 buffer defensive systems between you and the next guy over, just to buy time.

> Guerilla tactics and fall back defences became a thing.

> Ample PD became crucial, because those bombers could eat entire fleet before it even got close to the space station.

> Enemies could capture the system station, repair it and turn on the FTL inhibitor, all faster than you could escape from the system (happened once to my pet Amoeba - that sucked).

> Early game influence could be used for edicts, since expansion was 6x slower.

> Sublight speed bonuses became the most important stat on both ships and admirals.



My work is completely dependent on your donations. I have a lot of plans, friends, but they will be realized only thanks to you.

As of late, Patreon no longer works for me. I can only get your help through Boosty[boosty.to] and am switching to the new support model. You can now choose which project to support. I will be able to start upgrading as soon as we raise the necessary amount. The good news is that updates will appear immediately on Steam and will be available to everyone.

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Popular Discussions View All (2)
3
9 Jun @ 5:49am
Ship Ranges and Combat computers
Bobisback
0
7 Feb @ 6:37am
space fauna weapon damage
Tarone
809 Comments
John Helldiver 11 Jul @ 5:24pm 
Does this actually scale the ships down or up? Something just looks off here, usually the stations I make are right by the star, but now they look very far away, am I schizo from too much time on the creek as people say, or is it actually making them smaller, or other astral objects smaller?
Nikal 9 Jul @ 2:09am 
All weapon's ranges are controlled by the files in common/component_templates, so you can change them to whatever value you want with a text editor. Or, if you want to use the game's default values, just delete those files from this mod's folder, although I'm not sure how this will affect the in-game behaviour.
relative 8 Jul @ 10:16pm 
How can i off "Ships in Scaling's weapon range?"
Cool Sentences 3 Jul @ 5:41pm 
thanks
Nikal 3 Jul @ 10:09am 
Well, if you know how to edit a text file, you can open the mod's folder and edit common/defines/shipsinscaling_defines.txt to increase SHIP_SPEED_SCALE by the value you want.

Otherwise, you can just turn off the feature entirely using the console command "effect sustained_acceleration_mode_off = yes" (or through the mod menu).
Cool Sentences 3 Jul @ 9:42am 
is there a way i can get faster sublight speed? i'm crying cause my ships are so slow... at least let me 2x the speed or 3x. if anyone has suggestions, lmk
Nikal 1 Jul @ 12:25pm 
@A7L5E9X6 Try using Better Ship Behaviors with the Ships in Scale Compatibility Patch . This mostly worked for me.
A7L5E9X6 1 Jul @ 12:17pm 
Does anyone else got the same Problem @Duke Fontaine stated below?
I'm currently playing the biological ships and my fleet is totally focused on close combat. This works fine as long as the enemy is interested in getting closer as well. Some kind of living asteroid nests, which are not moving at all, are a big problem. My fleet won't attack and just waits until they are killed by this creatures.

Same with enemy transport fleets. This causes my fleet to be stuck forever.

Is there a way to fix this? Or should I just not use this mod anymore because it isn't compatible with the biological ship type?
Dr. Sinclair 1 Jul @ 9:48am 
Pre-ftl asteroid event spawns 2 systems away
takes several years for a fleet of corvettes with tier 2 thrusters to reach system
once they arrive do barely 10% of it's health before it slams into my observation post

as much as i love the idea of cruise speed, it causes more problems than it's worth when it comes to timed events.
As suggested below, a "half" value would be ideal. Until them i'll have to stick to vanilla speeds.
Keldoran 26 Jun @ 6:20am 
Hi, I love the mod! Is there a way to modify the settings to make the ships orbit closer to the planets to match the scaling? Thanks.