Stellaris

Stellaris

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Vanilla-themed Star Wars Weapons
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7.372 MB
11 Nov, 2016 @ 7:29pm
31 Mar, 2023 @ 1:51pm
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Vanilla-themed Star Wars Weapons

Description
Now available for Stellaris 2.0/Apocalypse!

Update 2.8! Blaster colors can now be selected by the player!

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A few weeks ago, I wanted to do a Star Wars-themed playthrough of Stellaris, but found myself disagreeing with some of the design choices of the only Star Wars weapon mod. While certainly very well done, with a multitude of options, it's implementation felt somewhat out-of-place in Stellaris. So, I set out to make my own, simplified, version more inline with the other weapon schools in vanilla Stellaris.

Although some of the features I wanted to add (such as making it a starting weapon class) were technically unfeasible, I have been able to preserve what I consider the core elements of a vanilla weapon class.

Features:
5 Tiers of Blaster weapons in three colors (Red, Green, and Blue). These are highly effective against armor and hulls, but slightly weak against shields.

3 Tiers of Ion weapons, each with their own color. These are extremely effective against shields, but nearly useless for anything else. You would be best suited using only one or to per ship.

3 Tiers of Quad Turbolasers in three colors (Red, Green, and Blue). These are lightly more inaccurate than standard Turbolasers, but fire twice as fast.

3 Tiers of Laser Cannons in three colors (Red, Green, and Blue. These are PD-slot weapons.

2 Tiers of Pulse Cannons, each with their own color. These are large-slot only weapons with extreme range, but low accuracy. They have slightly lower damage than their Kinetic Battery/Artillery counterparts, but chews through armor and hulls.

3 Tiers of Spinal-mounted Weapons. The Proton Beam Cannon (based off the weapon of the same name from Admiral Piett’s Star Destroyer, the Accuser) and the Composite Superlaser (based off of the weapon from the Eclipse-class Super Star Destroyers) are for Battleship XL slots, while the Converging Superlaser is for Titans.

Notes:

Turbolaser Bolt color is no longer controlled by Government Authority, although AI factions are weighted to select colors appropriate for their authority (Blue for Democratic, Red for Oligarchic/Hive Mind/Machine, Green for Despotic/Imperial). Ion weapon colors change by Tier (White to Magenta to Teal). The Superlasers don't vary in color.


To begin, simply research the color option of your choice in the "Physics" tab. They only take one day to research.
342 Comments
Nyx (She/Her) 28 May @ 12:14pm 
rest in peace
Legendkiller456 7 May @ 8:30am 
I agree.
ph34rthe1337 6 May @ 9:36pm 
this mod being dead, hurts my soul.
Legendkiller456 19 Mar, 2024 @ 3:21pm 
Dang, is it actually broken?
KindaFreeXP 17 Aug, 2023 @ 2:15pm 
As of right now, this mod no longer works correctly. PDX changed the way weapons are coded (changed some tags + moved all weapon stats to a separate file), and so it breaks vanilla weapons when used.
RedRapture 21 Mar, 2023 @ 5:09am 
Does this still work?
Yolosaurus Rex 13 Mar, 2023 @ 12:04pm 
How well does this mod pair with NSC? (I can't remember whether NSC adds more tiers of weapons or not)
Boristus  [author] 27 Feb, 2023 @ 2:03pm 
@motoracer50 - No, you are locked into the color you chose at the start of the game. This is because each color is its own tech line, so there is now clean way to allow them to be swapped.
motoracer50 17 Feb, 2023 @ 2:39pm 
any way to change laser color mid game?
Boristus  [author] 1 Feb, 2023 @ 11:09am 
@Spluggie Wuggie - I don't intend to make a version with only the modded weapons, but it isn't super difficult to do yourself - just make a mod that either overwrites the vanilla weapon definitions, or sets them so that they can never be researched.