Stellaris

Stellaris

Star Wars Weapons and Ship Components 4.0
387 kommentarer
FunnelVortex 29. aug. kl. 10:23 
The quad and oct turbolasers are pretty OP and ion cannons are shield killers but the AI doesn't use them.
djpaulycee 28. aug. kl. 16:16 
anyone know if the balance of this mod is actually weak? like if we compare the damage and numbers to like the unsc portrait mod or the covenant one or the start trek weapons and components one? How does it stack?
alma17 20. aug. kl. 3:10 
hello, sorry if i ask many things, you wrote that ai could not use those weapons ever but in my game a fallen empire has the titan advanced axial superlaser
FunnelVortex 15. aug. kl. 17:07 
When talking about the UL turbolaser it's supposed to represent the big guns on something like the Munificent-class. So imagine one big 100m long turbolaser cannon firing one giant long plasma slug.
Superior General Delvardus  [ophavsmand] 15. aug. kl. 16:57 
@alma17
Yea, that is correct. Working as intended.
alma17 13. aug. kl. 7:46 
hello, i tried the mod for a couple days and now i noticed that the large ultraheavy turbalaser, instead of shooting two laser it shoot just one i was wondering if its a bug or what, because the other one all shoots the right amount of laser, sorry for my english
Superior General Delvardus  [ophavsmand] 18. juli kl. 15:17 
@Lethice
No, this is not compatible with total conversion mods
Lethice 18. juli kl. 10:54 
Is this compadible with Starwars:new dawn?
Superior General Delvardus  [ophavsmand] 11. juli kl. 3:00 
@DocHolliday
Yea, quite weird as I have not had any issues running this with NSC. There shouldn't be any code within this mod that prevents modded ship classes from appearing. So my best guess is that it is one of the other mods that you have recently downloaded.
DocHolliday 10. juli kl. 14:48 
or dreadnoughts oddly. I mean I can build some NSC ship types but others I cannot. Super weird.
DocHolliday 10. juli kl. 14:41 
I'm sure it could be something else, but my question was ignored so I have no idea lol. After downloading this and some other mods I can no longer make Battlecrusiers, normal cruisers, Explorers or Carriers from the NSC mod... Anyone know if this could be the conflict?
Axneth Ironswift 3. juli kl. 17:28 
Thank you very much for the 4.0 variety! Didn't realize how much I missed my star wars weapons coming back after a year.
Modern Spartan 3. juli kl. 16:01 
Sounds fair to me!
Superior General Delvardus  [ophavsmand] 3. juli kl. 12:07 
@Modern Spartan
When Stellaris updates to 4.1
Modern Spartan 3. juli kl. 5:21 
Any word on that Vong weapon update?
DocHolliday 2. juli kl. 22:39 
I'm assuming this works with NSC 3 as well yes?
Superior General Delvardus  [ophavsmand] 14. juni kl. 6:35 
@KрУтЯк_12
I hope to work out a fix for the next major Stellaris update cycle, it's been an issue for quite some time.
KрУтЯк_12 14. juni kl. 5:25 
really love this mod. Join to last question. Laser bolts almost invisible or too transparent at far distance. its looks normal only if utrazoomed at ur ships. Octuple-Turbolaser or Quad much better but seems too transparent. any chance to fix it? maybee... edits some .txts at mod folder? thx
niccodigge 4. juni kl. 0:31 
awesome mod, i have a problem/question tho, why do my laser bolt almost look transparent? i see the color but very lightly, how do i make it more visible/thick?
DisasterAhead 29. maj kl. 7:48 
I just wanted to say thank you for including the Extra Ship Components tiers of these weapons.

Also, I saw what you said about downscaled ships in the mod description, but I just wanted to double check that you'd be ok with me making a patch so this mod works with it.

Thanks!
Modern Spartan 27. maj kl. 14:44 
I kinda like them as is too, but you do you! I won't complain, it's my go too for unique weapons!
Cuirassier 27. maj kl. 11:17 
I honestly think the turbolaser bolts are fine as they are lol
Zombie 27. maj kl. 8:35 
If you have the species trait for the lasers selected, the edicts don't appear.
ASIERMA 27. maj kl. 8:18 
cant find edicts
Superior General Delvardus  [ophavsmand] 27. maj kl. 7:54 
@Darkenoid
Actually thanks for that link, forgot about that mod. This might as well be my ticket to actually figuring out this specific issue.
Darkenoid 26. maj kl. 23:33 
Hello! I have a question. The laser color is very dark and I have to zoom in to see it
This module https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2939760885 It's very clear that I've been using it all along
Thank you
Modern Spartan 21. maj kl. 4:16 
Gonna make a wilderness origin vong, and turn the entire galaxy into our new home!
Cyph the Terrible 21. maj kl. 4:09 
Ya gotta burn down the heretics of the Hive mind with lava
Modern Spartan 21. maj kl. 4:00 
They fire superheated globs of lava, so no
FunnelVortex 21. maj kl. 2:06 
Arnet' Vong weapons technically vanilla?
Modern Spartan 21. maj kl. 0:04 
I cant WAIT for the Vong weapons!!!!!!
Zombie 16. maj kl. 22:21 
Technically Revan who at the time was neither part of the old republic and the sith used it and caused the creation of Darth nillius.
Doom Random 16. maj kl. 16:07 
@Zombie Technically...The Old Republic *used* a black hole generator. The Mass Shadow Generator from KOTOR.
Inerael 16. maj kl. 1:07 
amazing ! But yes there are some projectile a little bit small, anyway, amazing ! My CIS ship can bring democracy a,d equality to the galaxy !
Boar Vessel 11. maj kl. 10:01 
I have noticed that the projectile scale of the superheavy ion cannon is a fraction of the size of the superheavy turbolaser particle. Is this intentional? Changing the scale up to 8.0 made it look better
Superior General Delvardus  [ophavsmand] 6. maj kl. 18:25 
@katanainfinate00
They should work fine, as the progression is mostly detached from that of vanilla technologies however there might be some unforeseen issues that could come up (like I know bio-ships don't use the normal battleships but rather it's own thing which means that the battleships technology is unavailable and hence the ultraheavy turbolasers and ion cannons as well). So it would probably work yes, but I would not really recommend it.

@[F.I.S.T] diva.Y.J
There are plenty of them out there but I really do not recommend using such as it could easily break AI empires (they won't equip ships with weapons for example).
katanainfinate00 6. maj kl. 15:46 
are the weapons usable on bio-ships?
[F.I.S.T] diva.Y.J 6. maj kl. 4:36 
Is there a patch that removes the Vanilla Weapons and only leaves these in?
Zombie 5. maj kl. 17:42 
no race in star wars uses black hole generators
Falkenstein 5. maj kl. 15:23 
and also blackhole generators for shields ...
Zombie 1. maj kl. 10:11 
Okay. Though remember the vong only use regenerating armor
Superior General Delvardus  [ophavsmand] 1. maj kl. 8:04 
@Zombie
I plan to do the vong weapons for the 4.1 update cycle, especially since I expect this mod to need some testing with the release of 4.0 before I can update it. I plan to have the update to Stellaris 4.0 be a compatibility update.
Zombie 1. maj kl. 6:33 
When 4.0 comes out will there a trait for the vong for vong weapons and regenerating armor?
Superior General Delvardus  [ophavsmand] 26. apr. kl. 14:31 
@どれっどのーと
Sorry I don't speak Japanese but according to google translate you are asking if I plan to add armor or shields. As of right now I have no plans, I think that what exists already in vanilla Stellaris basically matches the armor and shield technology used in the Star Wars franchise.
どれっどのーと 26. apr. kl. 12:41 
装甲やシールドを追加する予定などはありますか?
Superior General Delvardus  [ophavsmand] 22. apr. kl. 12:59 
@ChipopHQ
Legacy of the Old Republic is a total conversion mod, this mod is not compatible.
ChipopHQ 22. apr. kl. 7:52 
Is this compatible with Legacy of the Old Republic?
Ex Ossibus Fumus 16. apr. kl. 12:28 
The lasers from ASB are noticeably brighter and visible compared to yours.
DracoMcGee 16. apr. kl. 10:04 
Can confirm they do work fine together.

Although projectile speeds on most of the star wars weapons do feel slightly out of place for vanilla.
Superior General Delvardus  [ophavsmand] 16. apr. kl. 9:37 
@Nekro Philadelphia
I could check and see if anything used in ASB could help with the lasers (as far as I am aware, the two mods don't need a patch to begin with and work perfectly fine regardless).