Stellaris

Stellaris

Real Space - System Scale
CHEEEN 4 Jan, 2021 @ 8:27pm
Mod is bugged
Currently combat computers are broken. You need to manually edit standard_ship_behaviours and multiply engagement ranges by however large the systems are in the mod.

tl;dr currently weapon range scales separately from engagement range.
< >
Showing 1-11 of 11 comments
Rootah 29 Jan, 2021 @ 2:04am 
I've modified the standard_ship_behaviour file and the changes doesnt reflect on the combat computers ingame, I havent been able to fight anyone yet so I was unable to test whether or not it worked
CHEEEN 30 Jan, 2021 @ 7:29pm 
You can easily see what i'm talking about if you put a bunch of 150 range guns on your ship and select carrier tactic.

Carriers will advance far past 150 limit, close in to something like 50 range. If you edit the engagement ranges they behave as expected, so this is not a base game feature, but a bug in systemscale.
pipo.p 31 Jan, 2021 @ 2:43am 
This makes me think about some overlook from the author, between different mod components. I mean, if you're not playing with Ships in Scaling. Ships in Scaling reduces the weaponry's' range like by a factor 6, and carriers are then at 25 units, artillery at 14 etc. However, I'm not sure all the tooltips reflect this. Might be my installation that is in fault (or already customized).



What I remarked with System Scale + Ships in Scaling, is that strikecraft are very potent, because they might have kept their vanilla attack range, perhaps on purpose. Leviathans are eaten by a "few" Hangar slots, while even line ships remain unhit, if alone really engaged ever! Leviathans are especially vulnerable to this, perhaps because of their slow speed. Moreover, I'm not sure if a range of 10 for (advanced) strikecraft doesn't make them impervious to PD (5 range), and even S-slot defensive weapons (7 range)!

There is also an issue with Slow Speed Battle mod (and/or the transition between cruise speed and normal/battle speed in Ship in Scaling), when one fleet would rush to battle while the other just behind stay unengaged (because of no front line ships, for instance).
Last edited by pipo.p; 1 Feb, 2021 @ 1:58am
Osmo 19 Feb, 2021 @ 1:17pm 
What do I edit the values in standard_ship_behaviors to in order to get it to behave properly? I think the mod says it scales to 6x but I have no idea what the correct base values are to base that off of.
DrValli 29 Mar, 2021 @ 8:57pm 
It seems to be bugged. Currently, the range of higher tech weapons is innefective (specially if you use Guilli's Ship Components mod plus the compatibility patch). All my titans and battleships are useless in combat. They just stay behind the lines doing nothing.
Last edited by DrValli; 15 Apr, 2021 @ 1:48pm
Sesadre 17 May, 2022 @ 7:20pm 
did anyone ever figure out a fix to this?
Dr.Macari 22 May, 2022 @ 10:20am 
Is it fixed?
Commander Klod 21 Mar, 2023 @ 7:34pm 
No it isn't fixed still.
just.dont.do.it 2 Apr, 2023 @ 4:15am 
To be very precise: Real Space - System Scale isn't broken by itself, it doesn't change combat-related parameters whatsoever. Combat will have vanilla behavior, only with ships being really small and shooting very far (compared to their size).

However, if you're using any of the Ships in Scale addons (Hard or Lite) - then yes, they have issues with fleet collision values and such. I commented in respecitve mods, but I'll drop it here as well:

To anyone struggling with ship engagements: you might want to drastically reduce "collision_radius" setting in all ship_behaviors (whether in SiS mod or in an overriding one, such as BSB). Vanilla value is 2.0, which is WAY too large for real space scale! SiS sets it to 1.0, which is STILL too large in many cases. You might want to start at 0.33, and maybe go even lower for behaviors focused on shooting (artillery and such).

What happens with too large values is that your ships spend most of their combat time avoiding "collisions" with each other (even though visually they aren't even remotely close, because real space scaling makes them really small).
Last edited by just.dont.do.it; 2 Apr, 2023 @ 4:27am
just.dont.do.it 2 Apr, 2023 @ 5:36am 
Although to be fair, the author of SiS mods should properly adjust base collision_radius in ship_sizes; currently SiS doesn't even touch those definitions.
Mercury! 9 Jan, 2024 @ 3:08am 
Encounter a bug that L size matter cannon's range is wrong as 7-5. I have tested it with only system scale and ship scale enabled.
< >
Showing 1-11 of 11 comments
Per page: 1530 50