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Okay, I will say, I won't spend my time on making compatibility patch for other mods that I don't use them personally.
Thankyou!
PLEASE!
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?
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.
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 :)
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.
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.
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)
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?
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.
btw is it savegame compatible ?
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?