Stellaris

Stellaris

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Additional Vanilla Weapons Revived
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File Size
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4.814 MB
4 Mar, 2024 @ 3:49pm
1 Jun @ 9:22am
20 Change Notes ( view )

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Additional Vanilla Weapons Revived

Description
Notice:
I'm starting a CDL career. I'll update when I am able to, but there will likely be delays for the foreseeable future. Something, something, sailing the highways, something. If someone wants to make a branch to keep it updated, feel free! Rather we have these mods continue than have them pass into the annuals of history.

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Welcome to the revival of the ever popular Additional Vanilla Weapons! Originally created by the great Sam_, it has been kept alive by the community since Sam_'s disappearance. This overhaul was started from the 3.10 files uploaded by Anarchy.


What is this mod? What does it do? Sam_ would say....
Originally posted by Sam_:
This mod adds 62 new weapons to extend the vanilla weapon tree, with the aim of doubling the number of weapons and technologies in a way that is vanilla friendly. Simply the same weapons in the base game, times two. It adds additional tiers beyond what the base game has, now with 10 tiers of laser, mass driver and missiles.

About
Most weapon sets have been doubled, except Kinetic Artillery, Mass Accelerators and Energy Lances which have 7 tiers instead of 2. The tech cost for each technology in this mod increases exponentially, instead of linearly as the base game does, making the final 10th tier a significant task to research even during end game.

If you play Stellaris like me, you always go for a technological ascendancy, producing as much research as possible. That means by the start of mid-game you have reached the final tier of lasers or mass drivers and you will spend the rest of the game watching the more primitive empires catch up to you. In reality a highly advanced society focused on technology would continue to advance without limits.

With this mod you can continue to advance until end game, way beyond the capabilities of even the Fallen Empires.

Changes
  • Adds 162 new components
  • Adds 62 new technologies

Balance
  • This mod has received a general balance pass, following vanilla ratios and values. Be aware, if you have used the original version of this mod, you will notice a MASSIVE difference.
  • All weapons have had their proper damage profiles and fire rates corrected to vanilla levels.
  • Added Medium and Large Auto-Cannons to complete the sets.

Compatibility
This mod overwrites vanilla icons.
This mod is NOT achievement compatible.

Notes
  • Technology Tier 7 unlock is set to "previously_unlocked = 3" for compatibility concerns with Additional Vanilla Components Revived.


Patches
Coming Soon™
We'll see what else I, or one of you fine people, get around to making a patch for.

Known Issues
  • Ship Auto Upgrading does not work correctly with the components in this mod. You need to manually replace the final tier of vanilla components with the first tier of components from this mod before standard upgrade behavior resumes. This can only be resolved by editing vanilla files, and not something I am willing to do for this particular mod. Beyond the preexisting icons of course.
  • Files need better formatting. Ongoing progress...
  • Appears `no_resource_for_component` has changed/is bugged, and is causing issues with auto-upgrading. Issue happens with vanilla and mod components. Not sure what's going on, looking into it.
  • Components aren't listed in the technologies as unlocked components. Will add as I can.

Localisation


Don't forget to checkout the companion mod:
171 Comments
Hellshiver  [author] 6 Oct @ 12:47am 
On the plus side, I have all the DLCs now, so I can semi-test test everything now. ^.^
Hellshiver  [author] 3 Oct @ 10:43am 
I'm home for the foreseeable future, and can look into it. Give me a few days to get situated.

I have a solution, that I tried before, and it works. The issue is it WILL break compatibility with other major mods; NSC for example. The question isn't can it be done, rather are people willing to choose between those mods or this one, and/or pray someone makes/maintains a patch for them.

I don't use most of the big name mods that would conflict, and would not be familiar enough with them to patch the differences correctly.

Additionally, the shift to a major standalone mod like that would require all the backdated add-on mods to be made (Archeo, Bio Ships, Living Ships, Psy tech, etc). Can't have a standalone mod missing large chunks of content.

The only other option would be an optional patch making the changes. Allows people to chose what way they would prefer to go.
2412127720 29 Sep @ 12:58am 
We need an update that will make AI use these tech no matter what as it becomes really unfair in mid to late game @Hellshiver
07Gasimli 26 Sep @ 3:32am 
We need an update that will make AI use these tech no matter what as it becomes really unfair in mid to late game @Hellshiver
Hellshiver  [author] 18 Sep @ 12:11pm 
The weapons will be, but the components version will not. Additionally, without something adding power there will be issues fitting the higher tier weapons.
jimmyjamm80 24 Aug @ 6:32am 
is this compatible with nsc3?
kOiGuhn 23 Aug @ 5:33am 
I personally really like the steep slope in damage as the technology progresses, the advantage of better technology is simulated more.
Hellshiver  [author] 5 Aug @ 7:57pm 
@GodEmperorFuse
They should, or at least they used to. May be a change in the back end around the time the computers started showing on different lines, about 2ish months ago. Not sure how to resolve that, outside of overwriting the vanilla files and THAT would break quite a few mods.

@Vargo
I looked at the base files for AVBuildings, and they're a mess to put it mildly. I do not have the time between dispatches to even attempt to sort it out. There are other versions that were being maintained by other modders, perhaps they will work out for you!

@Catteraine
As Tempest pointed out, the component side of the mod is it's own mod and linked at the bottom of this mod's description!
GodEmperorFuze 25 Jul @ 8:22pm 
anyone else having an issue where ai empires do not use the upgraded components? makes it extremely unfair late game when they are still using tier 5 rail guns and im using tier 8-10. I'm guessing it's because the components dont auto upgrade so the ai empires dont install them, which is something that should probably be fixed