Stellaris

Stellaris

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Klingon Weapon Pack
   
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1.121 MB
24 Dec, 2021 @ 4:31am
30 May, 2023 @ 8:59am
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Klingon Weapon Pack

In 1 collection by GENOBEESRAGE
My Star Trek mods
4 items
Description
mod depreciated, merged version now here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2957971509

Introducing a Standalone weapon pack

currently contains: Requires Disruptor Weapon Civic or ethics :fantatic miltiarist or spirtualist, tech wont be there without either of those on the empire. player empire included.
1. Disruptors (beams)
2. Disruptor Cannons
3.Klingon Photon Torpedoes
4.Klingon Warp drive module
5.Sytem core upgrade (replaces old modifiers on wepons)



balance is currently being worked on
Currently the same as my federation weapons, will take suggestions on what people think it should be.

currently limited to AI's that are either fanatic miltarist or fanatic Spiritualist. player can use them with any ethics also has an edict to activate them for starbases. i just dont want every race to use them.

please rate and possibly favourite if you enjoy the mod.

Other Star Trek Mods
1. Federation Weapon pack https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2680683349
2. Borg Shipset https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2470107747
3. Borg Faction Pack https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2514778246
Popular Discussions View All (1)
2
18 Oct, 2022 @ 2:41pm
One minor bug and balancing suggestions
mirarkkthur
36 Comments
GENOBEESRAGE  [author] 5 Apr, 2023 @ 7:58am 
GENOBEESRAGE  [author] 7 Sep, 2022 @ 10:16am 
okay that should be fixed now
marchin_81 7 Sep, 2022 @ 8:34am 
the preventing other empires from adding the civic after game start?

it may well just be other mods doing weird things that game. It was just a bit of a surprise to see the borg using disruptors over their own weapons pack, ha... though, i guess they are adaptive?
GENOBEESRAGE  [author] 5 Sep, 2022 @ 7:08pm 
i thought i had done that, yer the weapons are all at starting points, ill probaly keep beams at 1 to 1 but reduced damage, but cannons and torps will not get 1 to 1
marchin_81 5 Sep, 2022 @ 6:53am 
as an aside, you might consider restricting it as a civic you can't take after game starts. every AI empire in the game kept reforming their gov to add it. even the borg reformed their gov to add the civic.
marchin_81 5 Sep, 2022 @ 6:51am 
definitely fun to play against, as it is a bit challenging. though, I think after watching my klingon neighbors go to war with another empire-- and quite literally devastate fleets 2.5x their size with minimal losses-- I think setting the accuracy and tracking to 1 may be a bit overkill, ha.

fighting against them myself, I quickly learned corvettes are useless. I'd send in 2 or 3x their fleet power in corvette attack ships and within like 3sec my corvettes would be forced to retreat. even my larger ships, i basically had to use twice as much fleet power to take on anything.
Emden 17 Mar, 2022 @ 9:02am 
Loving it :) very nice mod.
GENOBEESRAGE  [author] 17 Mar, 2022 @ 7:04am 
yer its like that so the weapons will work on starbases
Emden 17 Mar, 2022 @ 6:41am 
Ah, ok... so the Human player has to be that too.... will give it a go.
GENOBEESRAGE  [author] 16 Mar, 2022 @ 6:45pm 
Fanatic militurist or spiritualist or civic.