Stellaris

Stellaris

No Turrets!
38 Comments
Szombat 25 Sep, 2021 @ 5:43am 
It's not working with 3.1. Please update! Thank you!
Lcx2409 18 Apr, 2020 @ 11:48am 
Is it possible to have the non uptaded version?
Mah_Khon 17 Mar, 2020 @ 8:42am 
Thanks for updating! :steamhappy:
Commander Terl 19 Oct, 2019 @ 12:32pm 
@LordofOrange Pretty sure this mod will work with ALL versions of the game ever made... Since this is a mesh edit mod.
IronRooster 6 Jun, 2019 @ 8:22pm 
Would it be possible to update this mod to 2.3?
Dazz Aephiex  [author] 14 Dec, 2018 @ 4:32am 
I think yes.
High Lord Baron 14 Dec, 2018 @ 3:06am 
Hey, is that mod compatible with NSC?
Dazz Aephiex  [author] 24 Nov, 2018 @ 11:20pm 
She tought me by directly chatting with me. I believe she would like to help you too.
Archaeon 19 Nov, 2018 @ 7:12pm 
Out of curiosity, would you have a link to that tutorial from TheGrandN? Im looking to edit a few meshes for a mod im working on, and a guide would be awesome
Dazz Aephiex  [author] 18 Nov, 2018 @ 3:08am 
Mammalian battleship.
CushionSpud 3 Nov, 2018 @ 5:47pm 
What's the ship in the screen shot?
Dazz Aephiex  [author] 5 Mar, 2018 @ 8:13am 
Which graphical culture? Which ship size? Which weapon?
Computer 5 Mar, 2018 @ 8:12am 
i think there was a bug in the code, and now my ships are firing from the sun.
Dazz Aephiex  [author] 4 Mar, 2018 @ 11:15pm 
Before I answer, I have a question: why hasn't NSC ships use vanilla modules?

Okay, I will say, I won't spend my time on making compatibility patch for other mods that I don't use them personally.
Black Jack 4 Mar, 2018 @ 12:18pm 
Would you consider making this Comaptible with the NSC ships mod as an addon?
Boxington Washington 28 Feb, 2018 @ 10:36pm 
YAY,
Thankyou!
Dazz Aephiex  [author] 28 Feb, 2018 @ 6:30am 
Titans updated.
Dazz Aephiex  [author] 25 Feb, 2018 @ 4:17am 
I guess it's still usable. Just see if I can find my time to update for titans.
Remus 24 Feb, 2018 @ 7:05pm 
I also would love to see an update
Boxington Washington 22 Feb, 2018 @ 3:19pm 
Please Update This for 2.0
PLEASE!
Dazz Aephiex  [author] 3 Jan, 2018 @ 4:16am 
At the exact positions they were.
Immortalits 30 Dec, 2017 @ 1:45am 
Your previous description about locators means that you put locators a little bit more inside the ships or you just left them at the exact positions they were?
Like you left a locator in a position like { 3 -3 5 } or changed it to { 3 -4 5 } to make the weapon firing efect more inside the ships?
Dazz Aephiex  [author] 29 Dec, 2017 @ 2:44pm 
@Immortalits
Don't worry.

Paradoxian .txt editing is enough to make most of the potential features. Also, if you are working around vanilla stuff, you are likely to overwrite vanilla files.

Since I started modding, I seldom played Stellaris seriously. I do "alt+f4 and edit something" once a hour, in average. I don't think that's wrong.
Veronw 29 Dec, 2017 @ 2:40pm 
This looks great! Thanks so much for putting in the effort to make this, it really fixes the cheezy style that the ships had.
Immortalits 29 Dec, 2017 @ 2:34pm 
thanks for the advices, I'll check on them after 2.0 comes out and I see the ships still be in need of rework.
I've only 'modded' - I can't realy cal it true modding - by rewriting existing simple .txt files in the common files, mostly in ship sections, that's why I'm not too confident in my modding skills... I'm also afraid a bit, that I'm modding out my gaming desires and end up only making mods and mods and not playing :)
Dazz Aephiex  [author] 29 Dec, 2017 @ 11:56am 
@Immortalits
Deprecaded section modules are modified too.

The locators remain unchanged.

You can add new locators in gfx/modules/ships/<graphical_gulture>/_<graphical_gulture>_ship_entities.asset at this form:
locator = { name = "xl_gun_01" position = { 0 0 -10 } }
If you don't set position, the locator will be { 0 0 0 }.
I suggest you to add a locator named "root" and at { 0 0 0 } for every single section and make all weapons shoot from this locator. Special weapons like XL weapons can be from { 0 0 -10 } (10 in front of the middle point, near the bow). If you want different locators anyway, I suggest you to add locators kinda "left_4_front_4", "right_4_front_4", "left_4_front_8" and so on. Don't waste your time on having locators just attached to the module because this can't be easily done even though you had Maya.

If you use my mesh file without editing anything else, you will see that the lasers come out from some distance beyond the ship module where was turrets before.
Immortalits 29 Dec, 2017 @ 9:03am 
Also, wrong sized weapon mount (your 2nd point) are not that bad, the more annoying part is the weapon slot locator thing and the lack of weapon slots for specified ships I've mentioned above/below. If this mod realy makes it possible to ignore weapon locators, it would be great.
I realy want to create a mod, where larger ships are realy rare in the fleet and are truly strong compared to small ships. In my opinnion, a battleship is supposed to be able to deal with more than just 8 corvettes in value, firepower and/or defensive capacity.
2.0 will even help me in the balancing with the armor rework, so I won't have to worry about straight up increasing base HP, armor and utility slots of battleship, breaking balance.
Immortalits 29 Dec, 2017 @ 8:55am 
Also, how are weapons locators function in this mod, because I'm also trying to create a mod, where I increase the overal cost and value of battleships by giving them extra veapon and utility slots, but I can only use the common txt files to create my mods, because I'm not a professional programmer. And creating new weapon locators are out of my league :$
I can only just play with the pieces provided by the base game and reuse and rebuild things by using the already existing modells and their weapon locators.
So it is a big problem to create a 'tank' battleship with a lot of small weapon slots on the 2 sides with so few locators (I've ended up putting 2 weapons to the same locators, but making them different if possible, like S + PD or S+M)
Immortalits 29 Dec, 2017 @ 8:49am 
have you repaired all existing ship modules or just the ones currently available in the core game?
I mean, there are quite a lot ship modules for battleships (6 different modells for bows and cores) originally, which got removed / reworked and are currently not available in the core game.
I made a mod, where I've recycled them to increase ship diversity - and gave battleships destroyer combat computers - to be able to create 'tank' battleships with a lot small weapons.
Also, there were the 3M2S bow modell, which had broken weapon locators.
Are they all available in this mod and repaired?
Dazz Aephiex  [author] 27 Dec, 2017 @ 9:18pm 
Station modules are changed as well.

I guess SCX, NSC and so on are compatible, but you must enable this mod later than SCX, or turret mounts on humanoid deprecated battleship sections will appear. Downscaled ships is compatible.
Remus 27 Dec, 2017 @ 6:36pm 
So not compatible with SCX and Downscaled ships im guessing?
Spirit 27 Dec, 2017 @ 2:38pm 
oh and in addition can you do a station-one too ? stations with big guns look weird
Spirit 27 Dec, 2017 @ 2:35pm 
maybe i try it out
btw is it savegame compatible ?
Dazz Aephiex  [author] 27 Dec, 2017 @ 12:47pm 
I never meant to make players able to pick 3 XL-slots on a battleship. I believe that an XL-slot takes more than the room of 2 L-slots.
Dazz Aephiex  [author] 27 Dec, 2017 @ 12:39pm 
This mod does not affect gameplay.
Stahlseele 27 Dec, 2017 @ 11:59am 
So . . Do you then actually get to build Lancers(Ships with all weapons firing forward in an arc) and Broadsides(all weapons firing to the left and right of the ships in an arc)?
How does this actually impact the gameplay?
Will the ships AI actually act accordingly? Or will the Broadside BBs just hang back with the bow to the enemy not shooting anything?
Will missles mounted to the broadsides actually arc around and fire to the front and rear as well?
All other weapons should not be able to do that obviously . . Aside from Fightercraft of course.
And then we get to FLAK and PointDefense . . same question basically?
Boxington Washington 26 Dec, 2017 @ 5:33pm 
kool
TheSting 25 Dec, 2017 @ 12:16pm 
this is an interesting idea, ill be sure to try it out