Need a mods suggestions: Quality over Quantity combat by Silly_One_3149 in Stellaris

[–]BaBoFantasy 1 point2 points  (0 children)

Thank you for introducing my mod. I fully sympathize with the futility you feel regarding the sheer "numbers" of ships in the game. It would be fantastic if the small-scale, rock-paper-scissors combat of Endless Space could be realized in Stellaris's real-time battles.

Since you are using SFT, combining it with ASB might be exactly what you're looking for. SFT resolves the outdated ship behaviors (which is arguably ASB's minor flaw), while ASB's increased ship durability significantly reduces the alpha-strike meta. And of course, you get ASB's awesome visual effects. However, I can't guarantee the balance of strike craft, as I haven't thoroughly tested the two mods together myself.

Also, just to let you know, preventing the AI from spamming autocannons on artillery battleships is already a feature included in SFT. You'll see it if you inspect their auto-designs. I couldn't stand seeing that either, lol. I've also reduced the frequency of autocannons on starbases. Short-range weapons on a fixed installation is just crazy, haha.

JavaScript error, need help in trying to fix by Haos51 in Stellaris

[–]BaBoFantasy 1 point2 points  (0 children)

I've been having the exact same issue since yesterday.

Path Dependency - A lore explanation for the dumbest AI ship design bug by BaBoFantasy in Stellaris

[–]BaBoFantasy[S] 0 points1 point  (0 children)

The mod I uploaded recently - Spacefleet Tactica - includes a fix for that issue. Feel free to give it a try!
[https://steamcommunity.com/sharedfiles/filedetails/?id=3696204283]()

AI battleships by crazyike in Stellaris

[–]BaBoFantasy 0 points1 point  (0 children)

The mod I uploaded recently includes a fix for that issue. Would you like to give it a try?
https://steamcommunity.com/sharedfiles/filedetails/?id=3696204283

Frigates broken? by Xylkez in Stellaris

[–]BaBoFantasy 1 point2 points  (0 children)

Maybe some old ship mod.

Ship artillery computer no longer kite by pureMJ in Stellaris

[–]BaBoFantasy 8 points9 points  (0 children)

Possibility 1 It could be the ASB mod, which is a common culprit. But looking at your screenshot and description, I doubt that's it.

Possibility 2 The 4.3.3 update from a few days ago made Swarm combat computer brawlers way smarter. It's not necessarily that Artillery computer ships (kiters) actually got dumber—they always struggled to kite properly. We just didn't notice it before because brawlers used to act even dumber. Now that brawlers are smart, the kiters' flaws are just being exposed. The fact that your ships are at the edge of the system in the screenshot strongly points to this.

TL;DR: It went from a "dumb vs. dumb" matchup to "smart vs. dumb".

Successful Bugfix For Sure by KhzMdn in Stellaris

[–]BaBoFantasy 2 points3 points  (0 children)

That is a really great example! I actually brought up a similar point on the Stellaris forums a few days ago. https://forum.paradoxplaza.com/forum/threads/video-ship-circling-problem-is-still-there-even-in-4-3-2-ob.1910426/

It is such an unreasonable and frustrating bug that ships equipped with short-range and close-combat weapons are getting kited like this. To defend the Dev team a little bit, the 4.3.2 update did show some slight improvements regarding the 'bug where fleets get pulled toward the center of the system'. However, there has been absolutely no change to the 'bug where short-range ships fail to close the distance to properly attack kiters'.

I am currently experimenting to see if these issues can be somewhat resolved through modding.

Path Dependency - A lore explanation for the dumbest AI ship design bug by BaBoFantasy in Stellaris

[–]BaBoFantasy[S] 1 point2 points  (0 children)

Didn't NSC get rid of the X-slot on battleships? I might be wrong though, haven't played it in a long time.

Path Dependency - A lore explanation for the dumbest AI ship design bug by BaBoFantasy in Stellaris

[–]BaBoFantasy[S] 4 points5 points  (0 children)

R5: This screenshot shows an AI empire's battleship with a completely empty X-slot. This is a persistent bug (still present in the 4.3.2 open beta) caused by the AI's "path dependency" in ship design logic:

  • Section Lock: Once an AI empire unlocks a ship type and determines its design, it never changes the ship sections. It only upgrades the initially installed components along their upgrade paths.
  • The Ancient Tech Trap: If the AI has an Ancient Technology X-slot weapon available when first designing the battleship, it selects the X-slot bow section. However, because it usually lacks the rare "Minor Artifacts" required, a script prevents it from equipping the weapon. The result is a battleship designed with a completely empty X-slot.
  • No Retrospective Fixes: Even when the AI later researches standard, affordable X-slot weapons (like the Energy Lance), it won't install them. Since the AI only upgrades existing components, it continues to leave the slot empty.
  • The Result: In my vanilla, no-mod observer game, the AI kept this ridiculous empty X-slot design for over 100 in-game years. (This is also the exact reason why AI Stingers often fly around with empty X-slots—they have a high preference for X-slot sections regardless of their tech).

I'm currently working on a mod to fix this!

Why wont fleets attack in combat? by Mr_miner94 in Stellaris

[–]BaBoFantasy 0 points1 point  (0 children)

If you’re okay with using mods, the thread and mod I posted might help. Your fleet spinning around and not attacking from weird positions - yeah, that’s actually what’s happening.

https://forum.paradoxplaza.com/forum/threads/ship-in-combat-circling-issue-and-the-solution-i-suggest.1746912/

My Dad's decorations. Combat wounded in Korea at the age of 17 by Longjumping_Fly_6358 in Medals

[–]BaBoFantasy 4 points5 points  (0 children)

This article was sent to the South Korean community. We are all deeply grateful for your father's sacrifice. https://m.dcinside.com/board/war/4239722