Stellaris

Stellaris

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Advanced Weapons (2.2+, Alpha)
   
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7. Aug. 2016 um 11:29
16. Dez. 2018 um 19:18
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Advanced Weapons (2.2+, Alpha)

Beschreibung
Latest Changes

Yes, it will work with NSC nicely.


(12//16/18) Update.

1. Well, it is ready for 2.2.... kinda.
2. Right now, missiles/torpedo and some other weapons' prices and upkeep are not properly adjusted, thus you will find them too cheap thus overpowered. Will fix them hopefully soon.

(05/22/18) Update.

1. Right now I just updated version number so it won't show warning. But I still need to test this new patch and new DLC.

(03/10/18) Update.

1. Balance change : Space Amoeba are buffed.

(03/06/18) Update.

1. Removed Morph tech as requirement for Biological Warfare tech. It turned out Paradox made Unlifting tech (which is requirement for Morth tech) never appears if you don't have any pre-sapient species within your empire, and it turns out... this screws stuffs quite a bit. For compensate the chance of appearance of Biological Warfare tech is a bit lowered.

(03/06/18) Update.

First part of missile update is finally done. First to show are Crystaline-based weapons.

1.Adds Crystaline Shard missiles (4 variants) Very high damaging, with the last one comparable with Adv. PPC (now you can go non-lasers for the end-game if you like.)

Yes, they are back to the game (they were available as energy weapons during 1.0~1.3 era but Paradox removed them eventually as researchable weapons), not as normal energy weapons, but as missiles.

2.Adds Cluster torpedoes which have some tracking power compared to normal torpedoes.

3.Adds Crystaline Shard Torpedoes, ignores all shield and 60% of armor (the reason why this is not full 100% is that otherwise these torpedoes won't sync well with other weapons. Back to vanilla 1.0-old problem where you were forced to go full torpedo or didn't.


(02/26/18) Update.

1. Added custom PPC firing sound. So how many people are going to notice this?


Available compatibility patches for other mods. Too bad TONS of mods are actually not updated for 2.0...

-Advanced Ship Behaviour Modules : http://steamproxy.com/sharedfiles/filedetails/?id=795293992

*I HIGHLY recommend to use Advanced Ship Behaviour Modules mod (no, despite "Advanced" word I did not write that mod.) This solves a lot of problems regarding ship balance and formation. It is highly recommended to use the compatibility I provided to fully benefit from ASBM.

About this mod

For longer and grand games, this mod adds several advanced weapons.


1. New powerful X-Large energy lances for your battleships and bigger ones (3 variants + 1 Titan Beam variant.)
-Very hard-hitting lances with some tracking. Some later tier lances have some strict requirements to obtain.


2. Twin-linked Autocannons for little ships and twin-linked Kinetic Artillery cannons for broadside ships (3 variants each.)
-Both are reasonably powerful, requiring a lot of minerals but low power. They are not great at piercing armor just like their vanilla brothers.


3. A powerful, long-ranged Aegis point defense system (3 variants.)
-Very long range point defense system may can take care of entire fleet's range, but at higher cost and power.


4. 6 sets of new Space Amoeba strikecrafts, including both bomber and fighter variants (6 sets.)
-Fast and powerful when strikecraft AI is un-bugged. :P

-Last two tier Amoebas are immune to vanilla strikecraft countermeasures thanks to shield. You may want to bring some flaks and/or Aegis point defense.


5. A powerful all-around energy cannon, Particle Projector Cannon. (3 variants.)
-From nearly dead Sci-Fi franchise!

-Command your mech warriors.... I mean, ships to kill your targets with these slow-firing, accurate and deadly long-ranged energy/kinetic hybrid.

-Just be warned, they have (some say, significant) minimum range that have to be considered... Well, just like Battletech really (tho none of PC games actually implemented this min range properly.)


6. New Gauss Flak cannons, and its upgraded Psi and Sentient AI variants for Spiritualist and Materalist factions.


7. New, but rather boring three variants of mass accelerators. They do have decent stats and increased range.... that's it really. But you will find them much easier to obtain and far less time consuming compared to high level lances. Good choice if you are unlucky with lances.

1. Crystaline Shard missiles (4 variants) Very high damaging, with the last one comparable with Adv. PPC.

2. Cluster torpedoes which have some tracking power compared to normal torpedoes.

3. Crystaline Shard Torpedoes (4 variants), ignores all shield and 60% of armor. They are extremely powerful end-game torpedoes.


FAQ

Q: Do AIs use these weapons?
A: Yes. they do.

Q: Does Fallen Empire use these weapons?
A: No. It is intentional to make this mod compatible with other mods. Otherwise I have to override a lot of stuffs, which cause a lot of problems.

Q: How about crisis?
A: No. And this is even more tricky because the codings and the engine of this game are quite glitchy for crisis in general. This is one of the reasons why you won't trouble even if you have researched Annihilator Lance, despite the fact it is labeled as a dangerous technology (for now.)

Q: Hey, <insert the weapon's name here> is overpowered!
A: Yes, or no. No one knows. Notice my weapons are usually expensive and require a lot of power.

Q: Does this mod require any DLCs?
A: No.


Recommended Mods

Advanced Ship Behaviour Modules
https://steamproxy.com/sharedfiles/filedetails/?id=790455347

Automated Behavior Ajdustment
https://steamproxy.com/sharedfiles/filedetails/?id=799999383

LEX - Leviathan Events Xtended
https://steamproxy.com/sharedfiles/filedetails/?id=792416294
(FINALLY, some worthy foe to test these advanced weapons! This is one of the most original mods available.)

These first three mods are absolutely recommended.

New Ship Classes & More
https://steamproxy.com/sharedfiles/filedetails/?id=683230077

TFW's Bunch of Ship Parts (He also have separated his mod into separate mini-mods.)
https://steamproxy.com/sharedfiles/filedetails/?id=702164152

Crystallis Ship Modules Expansion
https://steamproxy.com/sharedfiles/filedetails/?id=690350384

(Both TFW and CSME add their own weapons, which may feel clustered with similar weapons. You may try TFW's separated mini-mods instead of combined mod.)

Acknowledgements

1. German translation provided by a user SotS
( http://steamproxy.com/profiles/76561198044787668/ .)

2. Russian translation, provided by <(PeGaS)>
( http://steamproxy.com/id/pacas )
Beliebte Diskussionen Alle anzeigen (2)
30
25. Nov. 2020 um 12:52
Suggestions/Bug Reports
Will pick sniper
4
17. Jan. 2018 um 9:14
So, these "mega" mods such as Alphamod, ISB, etc + questions.
Will pick sniper
736 Kommentare
TY Vor 13 Stunden 
Thank you
Will pick sniper  [Autor] 2. Feb. um 3:27 
@TY: Yes you may. Just a small mention about this mod would be more than enough.
Will pick sniper  [Autor] 2. Feb. um 3:26 
I... am probably not going to buy another Paradox games in general, and even if I re-consider, the game engine used in Stellaris is no longer suitable for large and late gameplay, which is my main focus. Perhaps they made a update which brings true parallel threaded performance to the game, but I doubt that is going to happen anytime soon.


I hope this comment brings closure to the development of this mod.
Will pick sniper  [Autor] 2. Feb. um 3:26 
Sorry folks, I am honestly surprised there are people still care about this little mod.


I think I stopped working on this mod when this game obviously went to the direction that I would not tolerate. It was the moment when they said they were giving up other space travel methods for hyperspace only and became Crusader Kings in space. And I had enough of hyperspace lanes from other games already. Based on what happened and a lot of dramas followed in this game, I think I made a right choice.

That being said, I also was (and still am) suffering mental health issues; at that time I was not in the condition to work on mods. So, sorry for very long silence on this mod's development.

One thing that I made clear was that I made this mod for myself to enjoy this game. I never asked any donations or favors, so hopefully no one is too angry.
TY 24. Jan. um 7:32 
Can I use the icons for making more icons?
Arsenal Bird 4. Jan. um 17:31 
Sad this died, it was a good mod
Soldaten_112 28. Aug. 2023 um 7:55 
Does this work 3.8? I want to put this back on my modlist if it does
guardian1368 27. Feb. 2023 um 17:55 
update please
EspressoMartini 9. Dez. 2022 um 1:14 
@Apokoliptic what was the manual tweak you had to do?
Apokoliptic 31. Okt. 2022 um 0:59 
can confirm mod works fine even in 3.6 beta branch, some weapons need a manual tweak to match up with the 3.6 beta combat rework, but works fine in 3.5.