Stellaris

Stellaris

Advanced Weapons (4.0+)
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Update: 22 May @ 7:34pm

Minor fix for White-Matter Bombardment, restores ability to damage pops, reduces slightly rate of planetary damage (still stronger than Armageddon bombardment)

Update: 15 May @ 5:57am

4.0 compatibility; No functional changes, but fixed some deprecated tech research logic that caused the entire mod to break and crash the game.

Update: 8 Jul, 2024 @ 8:53pm

Addition of Large-slot crystalline missiles: Crystalline Cruise Missiles. These bad boys have a little bit better damage scaling than the Sliver missiles, but not as much as the regular missiles or the torpedoes. They have a higher base damage, exceptional range, good durability, and higher flight speed. This comes at the cost of lower evasiveness, lower tracking, and slower fire rate, firing as slow as a regular torpedo. For best results, mix with sliver missile screens to distract point defenses.

Update: 23 Jun, 2024 @ 11:53am

Version bump and minor update to attempt to improve performance, lowered priority of certain gfx.

Update: 3 Aug, 2023 @ 6:37pm

Further tweak to White Matter Bombardment to make the target planets a terraforming candidate if they are blasted into a Barren world.

Update: 3 Aug, 2023 @ 6:26pm

Minor tweak to White Matter Bombardment to accept surrenders.

Update: 9 May, 2023 @ 3:24pm

Version bump for 3.8+

Update: 8 May, 2023 @ 1:09pm

  • Fixes turret visibility for XL-slot PPCs, particularly on platforms.
  • Cleans up some localisation elements and adds visible descriptions in 'empty' gating technologies.
  • Adds a mid-game weighting limitation to certain technologies. These technologies are much less likely to appear before the end of the first mid-game year.
    • PPCs
    • High-end Lances (3 and 4 should still be possible early on)
    • Crystalline Missiles
    • Advanced Amoeba Fighters
    • Advanced Armor Components
  • Adds a bombardment stance, White Matter Bombardment - somewhat experimental and kind of lame, requires White Matter Lances as a prerequisite.
    • This stance does not require a special policy; if you research the tech and have Indiscriminate, Armageddon, or even Red Scourge (from Gigastructures) as your policy, the WMB stance should be selectible as a non-default stance. If you either lack the technology OR have Selective as your policy, this stance should not be available.
    • This stance is extremely devastating to armies, planets, and pops. Like Armageddon and Giga's Red Scourge, it is possible to eliminate every last pop from a planet. It will do so roughly three times as fast as those stances, though.
    • It is supposed to turn planets into terraformable Barren worlds when they wipe a planet clean, but I've been having difficulty getting the event to properly trigger. Coming Soon™ I have been able to get this event to fire, but I make no firm assurances as to its consistency at this point.
    • This stance does not have bombardment graphics or sound effects associated with it. Doing so would require overwriting certain elements that Gigas already overwrites for its own bombardment effects (e.g. Red Scourge and Katzen Nukes), and Stellaris is a finicky mistress that is inconsistent in what files and elements are served based on load order. I wish they'd just use Lua or XPath like sensible people, but this is Paradox, and those words are wholly alien to them.

Update: 27 Mar, 2023 @ 7:51pm

This update seeks to add additional target prioritization to this mod's XL and T weapons for Gigastructures and NSC ships: Battleships remain at a target weight of 2, but Carriers are added at 3, Dreadnoughts at 4, Titans are upped to 5, Attack Moons are added at 10, and Planetcraft are added at 15.

I explicitly did not add target prioritization for Juggernauts or NSC Flagships - it would be kind of crappy if your unique one-of-a-kind special ships got focused down immediately at the start of a battle.

This target prioritization is added to this mod's Torpedoes as well (not any missiles, just the proper Torps). It also adds target prioritization to this mod's Aegis PD and Twin Autocannons against Corvettes and Frigates (just a weighting of 2).

Finally, this update adds an Titan-sized Accelerator Cannon, the Peta Macro-Cannon! It's effectively just a longer-ranged faster-firing kinetic analog of the Titanic White Lance. I may make custom graphics for it if doing so isn't especially tedious or time consuming.

Update: 27 Mar, 2023 @ 2:41am

Moderately dialed back the power of nearly every weapon based on feedback of being too powerful versus crisis factions.

The baseline of this rebalance is still the Large tier-3 PPC, now at 80 dps, and PPCs got dropped to +75% armor and shield damage.

Kinetic Artillery and Twin Autocannons are slightly up to compensate for their penalties verus the PPC's flat plusses.

Amoeba fighters now cap out at 90 dps for the Sharks and 120 dps for the Eggs (at Black Death stage).

Ruby missiles of all types sit at 24 dps (48 for sliver-swarms since they're a Medium slot), and Ruby torps cap at 32 DPS (which is a slight buff actually, but they're really very quite slow and tend to get PD'ed down...if PDs are abundant). The size-scaling and range of G-slot missiles still make them more attractive than the S-slot slivers.

White Lances are dialed back to 400 dps, and the Titanic white lance eases back to 888 dps.
Kinetic Artillery is scaled back to be roughly on-par with the Lances, albiet shield-focused.

Additionally, everything was given fairly high AI weights - The armor-hull modules were weighted at 50, making them favored over every vanilla armor component (the highest armor weight iirc is 30). All of the weapons are (for now) weighted to 5 instead of the vanilla 1. In this vein, I hope to have Fallen Empires (and Starbases) actually use and prefer these weapons and components, but allow for room for other mods to make things that are even more-preferred over this mod's weapons. This likely won't affect scripted Crisis factions using pre-generated ship templates.