Stellaris

Stellaris

Juggernaut Revamp
137 Comments
James Fire  [author] 12 May @ 1:11pm 
Yeah that's fine
Zenchi.Senkusha 9 May @ 8:31am 
Do you mind if I merge this into another mod but require this one? I've already done it but thought I might share with the public my combo mod which also has Titan and Dreadnought Vanilla+ fixes.
Thorveim 19 Feb @ 5:57am 
ran more tests with ONLY the perdition beams equipped.. and seems the DO fire them after all, but only once and then its the wild goose chase. My guess is these dont count as turretted (like for titans) so the reason they werent firing may just have been that the jugg was too busy running away to face things... in other words, my bad I suppose
James Fire  [author] 18 Feb @ 3:31pm 
Visually, or do they not do damage either?
Thorveim 9 Feb @ 11:49am 
seems i have a isue with this mod! if I give the juggernaut perdition beams, they never seem to fire
Roland 7 Jan @ 8:05am 
Yeah Juggernaut should be a ship that can be captained about....Thanks Nice Mod BTW.
James Fire  [author] 2 Dec, 2024 @ 11:36am 
That's probably hardcoded because of how the juggernaut works under the hood. So Paradox would need to do it.
Undercover 30 Nov, 2024 @ 6:27pm 
Would it theoretically be possible to enable a Commander for the juggernaut?
it is always bugging me that the supposetly mightiest ship in the fleet doesnt have an Admiral commanding it
James Fire  [author] 7 Jun, 2024 @ 4:38am 
Fixed
Willem 7 Jun, 2024 @ 4:32am 
@James Fire Titans do not, Paradox Titans (The Fallen Empire Titans you can get from Cosmogenesis) Do since the last update which made the Battlecruisers use the Titan Reactor instead of the Battleship Reactor and the Paradox Titans use the Juggernaut Reactor instead of the Titan Reactor.

https://stellaris.paradoxwikis.com/Core_components#Reactor

It says Juggernaut/Star-Eater/Paradox Titan.
James Fire  [author] 7 Jun, 2024 @ 2:02am 
I'm not causing it. Titans don't use the same reactor as juggernauts.
Ligraph 6 Jun, 2024 @ 2:07pm 
I'm seeing a similar error w/ the Paradox Titan in 3.12.4, where there is no options for the reactor.
Adams 11 May, 2024 @ 12:02pm 
Thx
James Fire  [author] 11 May, 2024 @ 10:57am 
Fixed
James Fire  [author] 11 May, 2024 @ 10:46am 
Ah the computers. Will be fixed soon
Adams 11 May, 2024 @ 4:14am 
If this mod is turn on and you pick in game Cosmogenesis ascension perk you cannot build Paradox Titan because of some component error - SHIPDESIGNER_SAVEFAIL_WRONG_REQUIRED_COMPONENTS
Looks like component between sensors and titan aura is missing
Imperator of Rome 9 May, 2024 @ 9:57am 
@The Erubian Warlord lit... aww, its outdated and doesn't work! :(
The Erubian Warlord 8 May, 2024 @ 10:47pm 
Imperator of Rome 22 Jan, 2024 @ 7:41pm 
Oh, I'm gonna make a mess with this bad boy!

Now if I could just find a mod that mods the Colossus into being able to take part in a battle and defend itself.
Patrick Schlesier 29 Dec, 2023 @ 3:28pm 
this greatest juggernout ist bigger an better than the orginal and should be unique ship. the ai spam this ship was a battleship
James Fire  [author] 12 Jul, 2023 @ 12:29pm 
That was the case in the old launcher
greatswizard 12 Jul, 2023 @ 11:02am 
oh ok thanks, I usually think the loader has the inverse loading priority where the mods loaded first overwrite everything else.
James Fire  [author] 7 Jul, 2023 @ 3:53pm 
This mod is first? That's why. NSC overwrites the juggernaut file.
greatswizard 5 Jul, 2023 @ 7:12am 
this mod doesn't seem to be working for me, it ight be due to me having NSC, even thought I placed it as my first mod.
James Fire  [author] 21 Mar, 2023 @ 6:07am 
Honestly, even if I could replicate, I'm not sure what I'd do about it, or if it's even my problem to fix.

Disengagement is just a yes or no. It doesn't modify the ship, beyond doing damage to it. If mods can change what disengagement does, you should look at whatever mod you have that does that. If they can't, then it's a PDX bug.
Nimizz 21 Mar, 2023 @ 4:38am 
First time it was the war jugg I made the regular jugg but it's not had to disengage yet so I'll let you know if it breaks as well, it might be a conflict with another mod but I don't have anything else (That I know of) that changes juggs
James Fire  [author] 20 Mar, 2023 @ 8:48pm 
@Ligraph Ah, the new archeotech T weapon. Yeah, that's my thing to fix.

@Blanket Normal Jugg, War Jugg, both? I can't replicate with either.
Nimizz 20 Mar, 2023 @ 2:28pm 
Looks like after a Jug jumps out of combat to avoid destruction when it returns you only get 1/3 the juggernaut and the other 2 sections are missing if you view the ship, disbanding it then remaking it fixes it but thats not ideal
Ligraph 17 Mar, 2023 @ 6:16pm 
I am running other mods but nothing I'd _expect_ to interfere:
Softer Hyperlanes
Light Borders
!MicroMod - Galaxy Is Flat
Planetary Diversity
Planetary Diversity - Unique Worlds
Planetary Diversity - More Arcologies
Planetary Diversity - Exotic Worlds
Planetary Diversity - Reworked Habitability
Planetary Diversity - Shroud Worlds
Guilli's Planet Modifiers and Features
Juggernaut Revamp
UI Overhaul Dynamic
Dark UI
UI Overhaul Dynamic + Planetary Diversity
UI Overhaul Dynamic - Dark UI
Ligraph 17 Mar, 2023 @ 6:15pm 
Reactors and working, and designs seem to be showing up. T slot artifact weapon still does not.

[{LINK REMOVED}
]Juggernaut T slot[/url]

[{LINK REMOVED}
]Titan T slot[/url]
James Fire  [author] 16 Mar, 2023 @ 5:22pm 
The only control I have over making a default design is a yes or no check. It is set to yes. There's nothing I can do beyond that.
pig in a pumpkin 16 Mar, 2023 @ 5:03pm 
cannot parse what you just said
James Fire  [author] 15 Mar, 2023 @ 8:45pm 
It should. I can't fix it not. We just have an option to tell the game to generate it, I can't do anything if it doesn't.

Can't replicate. Do you have Titans?

Fixed
Ligraph 15 Mar, 2023 @ 6:44pm 
Appears to be rather broken with 3.7. There are no designs created by default, you can't use the new T weapon, and no reactors give any power.
James Fire  [author] 3 Mar, 2023 @ 1:02pm 
There are none listed.
MRDRK1 26 Feb, 2023 @ 1:38pm 
Any requirements before installing? Any dependencies? HUD UI or anything?
pig in a pumpkin 13 Feb, 2023 @ 1:33pm 
Ok
James Fire  [author] 11 Feb, 2023 @ 9:16am 
I couldn't replicate it.
pig in a pumpkin 10 Feb, 2023 @ 4:16pm 
the one SgtPeppersSoul mentioned
James Fire  [author] 8 Feb, 2023 @ 9:31am 
What bug?
pig in a pumpkin 6 Feb, 2023 @ 3:47am 
Was that bug fixed?
James Fire  [author] 15 Nov, 2022 @ 12:27pm 
I have never heard of that happening before. My best guess would be a mod incompatibility, but I'm not sure how that would cause that.
SgtPeppersSoul 14 Nov, 2022 @ 1:35pm 
I've been encountering a persistent bug with the Juggernauts in this mod. Periodically (it might be related to researching a new tech they can use?), the middle and right-wing sections will completely vanish, not just from the designer, but from the active units I've already built (even if they are not upgraded).

I swear the game does not like Juggernauts having more than a single section, as I've never encountered the bug with any other ship.
James Fire  [author] 11 Nov, 2022 @ 4:59pm 
I have now fixed it
James Fire  [author] 11 Nov, 2022 @ 4:15pm 
The description suggests unlimited jugs, with 1 per 1000 naval cap.

When I originally updated it, I followed what the math was then. I appear to have not understood how it works.

I'll update soon.
Bobingabout 10 Nov, 2022 @ 1:42pm 
Actually, set naval_cap_fraction = 0.032 for 1 to unlock every 1000.
Bobingabout 10 Nov, 2022 @ 8:08am 
Somebody mentioned having an issue with having 18 jugs available with a navel cap of 575.
I had 55 available with around 1400.
I looked at the code, and I can see why.
The variable Max is set to 9999, which is the total fleet limit. This basically means that as your fleet limit goes up by the fleet amount required for a jug, the jug limit will also go up.

The description suggests 1 per 1000, to achieve this you'd want a jug limit of 10.

Since the fleet size of a jug takes 32, you'd need Max to be set to 320 for a maximum of 10 jugs at fleet limit 9999.

Should also set naval_cap_fraction = 0.1 instead of 1.
Pikachu 16 Sep, 2022 @ 9:44pm 
When using AI shipset the war juggernaut has no textures.(the shipset that is different type of cubes/star shapes) (when switching to see the war juggernaut it shows the little yellow cyan red purple green box)
Can it at least be a some textures (preferably the one that AI ship set already has for the normal juggernaut) because right now the game crashes if you try to use the AI set at all.
kreon 29 Aug, 2022 @ 6:08pm 
seems like the missing textures boxes for the wing sections are visible on a few of the juggernaut models
loopmaster69 19 Aug, 2022 @ 11:50am 
I not dumb, I smart