Stellaris

Stellaris

Real Space - Space Battles
Annatar  [developer] 26 Feb, 2018 @ 5:03am
Suggestions for improvement
I ask you, friends, leave your suggestions for improving the fashion here. I now do not have time for tests and your experience will help me in this.
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Showing 1-12 of 12 comments
Dreamwell 26 Feb, 2018 @ 5:23am 
Если возможно, хорошо бы снизить скорость кораблей. В поздней игре они очень уж быстро летают. И хотя боёвка выглядит красиво, но из-за прыткой скорости за ней толком не уследить бывает. При этом наверно цивильным кораблям, особенно научному, наверно лучше не уменьшать скорость.
Annatar  [developer] 26 Feb, 2018 @ 5:28am 
Originally posted by Nepthys:
Если возможно, хорошо бы снизить скорость кораблей. В поздней игре они очень уж быстро летают. И хотя боёвка выглядит красиво, но из-за прыткой скорости за ней толком не уследить бывает. При этом наверно цивильным кораблям, особенно научному, наверно лучше не уменьшать скорость.
я думал над этим, попробую это сделать. Как работает взаимодействие со станциями? На версии 1.9.1 многие жаловались на то, что бои со станциями проходят как то не правильно. Особо не уточняли. Тогда была другая система.
Guh 26 Feb, 2018 @ 8:48am 
It would be great if you could try and fix the spacing between ships and station defenses. The battleships still clip into eachother and the fallen empire stations have a bug with the defense stations. I thought about geting another mod to do this but they usually come in "package deals." I.E. I just want a mod that focusses on ship behavior fixes and nothing else. Also great work so far, looking forward to see this mod grow.
Sylfeyn 27 Feb, 2018 @ 5:29am 
Originally posted by Vadim_IsPotato:
It would be great if you could try and fix the spacing between ships and station defenses. The battleships still clip into eachother and the fallen empire stations have a bug with the defense stations. I thought about geting another mod to do this but they usually come in "package deals." I.E. I just want a mod that focusses on ship behavior fixes and nothing else. Also great work so far, looking forward to see this mod grow.
Doesn't Downscaled Ships fix that?
Guh 27 Feb, 2018 @ 6:51am 
Originally posted by Nukas:
Doesn't Downscaled Ships fix that?
Not sure if it fixes the station bug havent tested it yet cuz my game is having the broken event window bug...
Last edited by Guh; 27 Feb, 2018 @ 6:51am
Annatar  [developer] 27 Feb, 2018 @ 12:54pm 
Originally posted by Vadim_IsPotato:
Originally posted by Nukas:
Doesn't Downscaled Ships fix that?
Not sure if it fixes the station bug havent tested it yet cuz my game is having the broken event window bug...
I need screenshots and more information to understand
Guh 28 Feb, 2018 @ 7:19am 
Originally posted by Annatar:
I need screenshots and more information to understand
Oh it's not because of your mod. I got it fixed so it's fine now.
Last edited by Guh; 28 Feb, 2018 @ 7:19am
Azrael 1 Apr, 2018 @ 4:47pm 
One of the recent patches put the range for combat computers in the tooltip to show a ship's desired range to be at. I noticed the values still show the vanilla ranges. I'd suggest altering that so there isn't any confusion, and if the range values haven't been changed for the components themselves to have those done as well to go be line with weapon ranges.
Annatar  [developer] 2 Apr, 2018 @ 1:24am 
Originally posted by Azrael:
One of the recent patches put the range for combat computers in the tooltip to show a ship's desired range to be at. I noticed the values still show the vanilla ranges. I'd suggest altering that so there isn't any confusion, and if the range values haven't been changed for the components themselves to have those done as well to go be line with weapon ranges.
Good. I'll look at it in the future.
Big Sneezy 2 Jan, 2019 @ 2:18pm 
I've seen two things that could be improved:

1. With the current Starbase mechanics, there are several things that happen due to the reduced size and engagement distances introduced by Real Space:

1a. Sending a fleet to an enemy system doesn't always trigger combat with the system's outpost. Due to the distances involved, it's possible for the fleet to position itself on top of the star without engaging.Two possible solutions, either increase range slightly at least for star bases, or change the navigation mechanic so that fleets told to navigate to a system are sent to the outpost instead of to the geographic center of the system.

1b. Prior to hyperjump blocking technology, it's trivially easy to bypass a defensive fortress since the engagement range is so small. While the player can recognize this and not build bastions until the technology is researched, the AI still wastes resources on them. This could be addressed by either increasing the range of starbases, or by making the hyperjump blocking technology on by default. I lean towards the latter.

2. It's much more difficult to intercept fleets. In some cases, when one fleet is told to attack another while both are moving, the intercepting fleet will miss by just enough that it has to loop around and then pursue the target fleet. If both fleets have the same speed, this is very frustrating and requires a lot of extra setup and attention to coordinate fleet combat. Increasing the range of engagement somewhat would help to solve this.
사랑한데이 28 Jul, 2019 @ 7:20pm 
Hello Annatar, I think special_ship_behavior also has to be modified for reduced weapon range.
Annatar  [developer] 29 Jul, 2019 @ 5:35am 
Originally posted by 사랑한데이:
Hello Annatar, I think special_ship_behavior also has to be modified for reduced weapon range.
Hmm ... I'll check it out. In fact, I would like some things to stay the same.
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