Stellaris

Stellaris

280 ratings
Advanced Weapons (4.0+)
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4.927 MB
29 Feb, 2020 @ 4:31pm
22 May @ 7:34pm
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Advanced Weapons (4.0+)

Description
Compatibility fix Major update and overhaul for Advanced Weapons

This originally started as a version compatibility but has since grown into a substantial rebalance and rework.

General overview:

This mod adds many late/end-game weapons and a handful of utilities to make your ships and starbases and defense platforms potentially-threatening even to fallen empires and crisis factions.

Amoeba Strike Craft: Amoeba-based strike craft enhancements to the vanilla variety, with an "Egg" bomber type that focuses on maximizing damage at the expense of being less maneuverable and a "Shark" type that excels at attacking other strike craft and even missiles. Later models are shielded for added survivability.

Particle Projector Cannons: Powerful all-rounder weapons with no real weaknesses without any exceptional strengths but range.

Twin Kinetic Artillery: Improved versions of the base Kinetic Artillery with better range and shield-punching abilities.

Twin Autocannons: Devastating close-range hailstorms of bullets that shred shields and exposed hull but have issues with armor.

Bigger Mass Accelerators: Improved versions of the base Mass Accelerators with better range and shield-stripping (and punching) abilities, and even mitigating some of the weaknesses of the base

Better Lance Batteries: Devastating long-range beam weapons that struggle with shields, but devastate both armor and hull.

Crystalline Missiles: Explosive missiles and torpedoes (both G-slot) that bypass shields and scale their damage with the target size. Very effective at attacking capital ships.

Crystalline Sliver Missiles: Variations on the above for S and M slots with a small size-scaling damage bonus. Fast time to target with low health and low evasion. Now you, too, can have your very own Carnival (Arpeggio of Blue Steel reference) in space! (New 2/14/23)

Crystalline Cruise Missiles: A further variation on crystalline missiles for L slots. They have a size-scaling bonus in between Missiles and Sliver Swarms with a higher base damage, exceptional range, and fast flight time at the cost of a slow fire rate. While they are durable enough to avoid being swatted by a few PD guns, they can still be brought down if enough PD turrets are available to focus them down.

Heavy Flak Batteries: Larger Flak batteries able to use M and L slots for enhanced range and damage against missiles and strike craft. Quite usable as main line weaponry in a pinch and a fair early/alternative to the Aegis point defenses.

Advanced Point Defenses: The Aegis point defense system excels at high accuracy and rate of fire, and later models outpace most other common point defense versions. Able to strip shields thanks to kinetic projectiles, but struggles with armor.

Advanced Armor-Hull Components: In an effort to perhaps reduce the massive casualties and slow down the pacing of battles a little (or give high-tech empires a bigger edge over the zerg swarms), there are also rare armor technologies possible that give bonuses to both armor and hull at the cost of being ridiculously-expensive.

Additionally adds a few tiers of Reactor Boosters (since these weapons often demand a hefty toll on power) as well as an extra tier of Afterburner (for extra zoomies for the lulz)




All credit for art and assets and original concept belongs to the original author here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=739477966

I am amenable to removal of this mod at the author's request, ideally in the circumstance that the original is updated.
99 Comments
Large_Gremlin 13 Aug @ 12:10pm 
Thanks Balt. Make sure to keep us in the loop and take care!
Baltimoron 13 Aug @ 8:22am 
No idea Gremlin, but I'm going to start compiling modpacks for 2.1 and 3 whatever soon. Many are hard to find as they were either updated or removed from the workshop and I rarely come across modders who will drop the files somewhere or even respond to the requests.
Large_Gremlin 13 Aug @ 7:39am 
Asking again, does this still work on 3.14?
jasonft 13 Aug @ 1:25am 
As things stand currently, are there any of your techs that cannot be learned if you have the wrong race/ type? I really like some of your weapons.
Kiithnaras  [author] 5 Aug @ 5:27pm 
I can look at tweaking it
jasonft 5 Aug @ 10:45am 
Finally got my last game up far enough that I got the Crystal missiles. Very nice.

Question - Why would Machine Minds not want to learn Biological Warfare? Any chance you can/ will tweak this?
jasonft 28 Jul @ 11:10am 
I used to have a real gift for being a gremlin magnet. I was hoping to avoid tweaking things that way by convincing the mod author to add or tweak something to allow it to happen so I wouldn't have to.
Baltimoron 28 Jul @ 8:49am 
Its incredibly easy. I know whatever LLM Brave is using can even put the strings together for you with really high accuracy. Used it to force spawn an L-Gate that actually worked the other day after my galaxy gen didn't create one.
jasonft 28 Jul @ 12:52am 
I never tried console commands ever so I will have to look those up Mr Great Value Zergling.
Kiithnaras  [author] 27 Jul @ 8:33pm 
I believe you might also get access to it on a roll with an organic integrated/slave species.