Stellaris

Stellaris

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Amazing Space Battles
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File Size
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15.171 MB
2 Oct, 2019 @ 6:08am
5 May @ 12:57pm
41 Change Notes ( view )

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Amazing Space Battles

In 1 collection by Chickenhunt
Amazing Space Battles Collection
6 items
Description
Compatible with Stellaris V4 and V3.14




This Giant mod combines my previous graphical mods + far more, in order to completely improve the graphics of Stellaris space battles.

It improves the graphics of almost EVERY weapon in the game- adding lots of new custom effects (while staying true to vannilla intentions), improved ship spacing and behavior in battles, adds new EPIC custom explosions, adds missing hit and muzzle effects paradox did not make, Creates custom effects for shield and hull hits + Space Battles are NOT over in seconds.

But above all, this mod makes space battles super fun to watch!





The new custom Titan explosion effect
  • New EPIC explosions for every ship type.
  • New Effects for all Lasers.
  • New Effects for all Kinetic Weapons.
  • New Effects for all Particle Launchers.
  • New Effects for all Missiles.
  • New Effects for all Disruptors.
  • New Effects for all autocannons.
  • New Effects for XL Weapons.
  • New Effects for Titan Weapon.
  • New Effects for anti-fighter - Flakk.
  • New Effects for all weapons when they hit shield or hull.
  • Effects get larger as gun size increases.
  • Improved Fighter behaviour and movement.
  • Slower ship movement during battles.
  • More intelligent ship spacing and behaviour during battles (no more face hugging fleets).
  • Better ship targeting i.e no more entire fleets targeting one ship at a time.
  • Graphical fixes for weapons without hit or muzzle effects.
  • Longer lasting battles


Tip: Press Ctrl+F9 for a cinematic view.

The new weapon effects:



Gamma Laser Firing

New and improved travel-laser effect, for better graphics but also making it easier to distinguish who is shooting who. Added new muzzle and hit effects.



Missile Firing

New missiles graphics with new smoke, exhaust and backblast effects. Added fire explosion and shards on impact.



Titan Laser Firing

New effects for all XL weapons Including adaptive Lightning for arc emitters, Giga cannons Rail gun effect, Particle Lance beams and also this Epic Titan Perdition beam effect.



Neutron Launcher Firing

New and improved effects for particle launchers. Projectile improved to have a spinning-pulsating disk that is larger and far more visible. Added a new muzzle and hit effect to create a feeling of "Impact" and "power" for this high damage late-game weaponry.




Top: Two fleets engaging using kinetic weaponry - Bottom: A Battleship firing autocannons

Kinetic weapon graphics overhauled for more visibilty and color difference. Added different custom hit and muzzle effects for all varients of kinetic weapons. Also added new autocannon graphics for a more "Gatling Gun" look.



Lvl 3 Disruptors Firing

Disruptor graphics overhauled to better embody its description instead of a laser-like "blur".

Vannilla description = "Disruptors fire energy bolts that damage and destroy the molecular bonds holding the target's constituent atoms together. They completely ignore shields and armor and deal base damage directly to the hull."




A fleet defending itself using flak

Added a new FLAK effect for all flak PD weapons (vannilla used the autocannon effect).



Strike-Craft leaving ship carrier-hangars using the new animations

More realistic Strike-craft animations and behaviour. Strike-craft dont perform pirouettes around ships anymore and have better spacing. Improved weapon graphics as well.



A battleship going down

Overhauled improved explosion graphics for every ship type. More and custom pre-explosions before final explosion effect. Improved fire trails and a new lingering debree/sparks effect for the bigger ships.




Please check-out the Amazing Space Battles Collection for all of the Addon mods.

For Medium to High-end PC's
I recommend: More Visible Particles

For Low to Medium-end PC's
I recommend: More Visible Particles (Lite)





Steam Workshop link for the Ironman Version
  • Ironman Compatible: No. (A "trimmed-down" Ironman version is available)
  • Savegame Compatible: Yes.

  • Compatible with mods adding custom ships.
  • Compatible with mods adding custom weapons and other items - altough they may need a patch for adding my gfx onto their weapons, otherwise their items use the vannilla effects.

  • Compatible with Real Space (put ASB higher on the modlist)
  • Compatible with Downscaled ships
  • Compatible with NSC

You dont like the longer battles?
For these specific group of people I recommend: ASB Addon: Shorter Battles

What you need to do if the mod descriptor file is missing or not automatically updating:

1. unsubscribe from mod
2. delete "mods_registry.json" -> User\Documents\Paradox Interactive\Stellaris
3. delete "ugc_1878473679.mod"-> User\Documents\Paradox Interactive\Stellaris\mod
4. subscribe to mod

[discord.gg]

Support the mod:
Hello, if you like the mods that I make and you wish to thank me for my work, you can do so by buying me a coffee :)

I am a engineering student who does this in my free time because I love playing Stellaris, modding and sci-fi. Any and all support is greatly appreciated, Thank you very much!


[www.buymeacoffee.com]
Popular Discussions View All (1)
7
1
15 May @ 5:02am
PINNED: Content Update 3.14 Patch notes
Chickenhunt
3,282 Comments
Sleuth Kog'Maw 10 Jul @ 10:30pm 
With regard to the autocannon gfx bug I'm pretty sure it's just missing an input after "texture = ". In the file under gfx/projectiles/ap_ballistics it's just blank
John Helldiver 10 Jul @ 7:26pm 
Hey, when I use this mod, I can't advance time to make things faster, it means that the ships, that became way slower, can't be sped up! O|
joe 10 Jul @ 5:01pm 
I found a weird bug maybe with this mod? Fleet powers are reduced to the number of ships a fleet has, ie: A fleet with 3 ships will have 3 military power, a fleet with 5 ships will have 5 military power, however some random fleets after i expand them alot wont be affected and some random starbases aren't affected
Chickenhunt  [author] 10 Jul @ 12:34pm 
The autocannon gfx are sometimes not working properly with certain shipsets, its on to-do list.
Bumsgeordi 10 Jul @ 11:17am 
I've also got the problem with the autocannons not properly working.
Deep♂Dark 6 Jul @ 6:00am 
Love this mod ! just wonder any tutorial for making patches? I am using kurogane shipset, the explsion always appear beneath the ship ,looks a bit weird
EJR 5 Jul @ 7:23am 
@DaViper
Thanks, that was my line of thinking too actually but I wanted to make sure
DaViper 4 Jul @ 11:20pm 
@EJR, as that is listed as 'compatible' with no instructions (while you see real space given info) they should live together regardless of order.
When I ran NSC (dumped that a while back) I put NSC below (later) ABS, if that helps.
EJR 4 Jul @ 9:16pm 
What is the load order for this and NSC?
General_Qwert64 3 Jul @ 10:20pm 
I was wondering, do the affects of this mod only take affect when the player is watching the battle or in the system of a battle, and so AI battle offscreen won't have added performance issues?