Stellaris

Stellaris

Federation Weapon Pack mod depreciated,
121 Comments
GENOBEESRAGE  [author] 5 Apr, 2023 @ 7:59am 
GENOBEESRAGE  [author] 20 Mar, 2023 @ 6:48pm 
ahh for some reason it has upgrade to t2 basic phaser, should be in obselete components then
Sergeant Arch Dornan 20 Mar, 2023 @ 11:07am 
for some reason I don't see the point defense for selection anymore
GENOBEESRAGE  [author] 18 Mar, 2023 @ 1:52am 
Ill be turning them into either reactors or sublight drives. And changing them to event based so you have to chose what you want at the start. Fed/kling/rom/all. All will screw the AI selection though. Ships shooting all 3 types at once.

It should work (i havent check the patch notes to see if they changed any thing. Tried deleting it. Then unsubbing and resubbing?
Azurewrath 17 Mar, 2023 @ 7:01am 
Not sure why, but this mod no longer appears to be working. I tried it with the new upgrade AND i went back to 3.6 and this mod works for neither of them. Very sad.
Azurewrath 17 Mar, 2023 @ 3:46am 
Thank you for working on balancing. I think that it would be fair if we could only use ONE auxiliary module. The real problem comes when you start stacking it and those bonuses go up exponentially.
GENOBEESRAGE  [author] 3 Mar, 2023 @ 5:48am 
Ive got to rewrite the ai weight code.
Zazorel 2 Mar, 2023 @ 11:28pm 
I dont think that a devouring swarm AI should be allowed to use them as they break the game
GENOBEESRAGE  [author] 9 Dec, 2022 @ 10:39am 
they should still be in torps, i havent updated yet
granitaxehammer 9 Dec, 2022 @ 10:04am 
ok hi back to stellaris after a long absence, noticed missles are no longer a sepreat slot, and cant find your torps did they get shifted to a tech i need?
djpaulycee 11 Nov, 2022 @ 9:05pm 
Apparently they are a little to strong for vanilla stellaris BUT im wondering how the values stack up against NSC weapons. Mr modder @GENOBEESRAGE , if youre making numbers changes, pls take that mod into account as well
GENOBEESRAGE  [author] 5 Nov, 2022 @ 12:07am 
the largest culprit is the accuracy valus, which i am changing the balance of, as for the issue with the AUX module, is that not offset by the cost of it? i could move it to the power core or engines/ sensors so you can only have one, the idea was to have smaller fleet sizes and individual ships being more important.
Azurewrath 4 Nov, 2022 @ 7:41am 
While I do really enjoy this mod it is a bit overpowered compared to conventional weapons. The weapons themselves seem to be about twice the damage of their equivalent counterparts. The largest OP culprit is the module you created that gives flat percentage boosts to shields, weapons etc... That module really just needs to be removed or severely nerfed. Once you start stacking it on larger ships it makes them stupidly OP.

I would love to see you scale this down. It is very enjoyable but sadly, its just too OP to play with right now. Thank you!
paulo 28 Sep, 2022 @ 5:19pm 
Oh! and warp drives are not weapons...
paulo 28 Sep, 2022 @ 5:18pm 
Warp drive?! Seriously? I don't know if you ever noticed, but we have hyperdrives in Stellaris not warp drives.
Drengr 3 Jun, 2022 @ 2:03am 
any chance you can do a blue phasers version ? like what the Andorrans used in enterprise and what the feds use in discovery? i always thought the blue ones just looked cooler.
GENOBEESRAGE  [author] 16 May, 2022 @ 12:29am 
gestalts function a bit weirdly for some reason.
Crimson Revenant 17 Mar, 2022 @ 7:52pm 
I just had to flush a game, hostile hive mind learned it somehow, I don't know if they salvaged it from someone else and got the tech tree or what.
Marcus Arabela 4 Mar, 2022 @ 7:24pm 
@RedRapture - Good valid point, something I didn't think of. I guess for me it would come down to my play style.

I have wondered if this impacted play balance too much, just for me to get a chance to use Federation style weapons. So far for me, I've decided to go with it.
GENOBEESRAGE  [author] 4 Mar, 2022 @ 11:19am 
made the civic give you an extra civic slot on game start. also let me lmow how the new Pulse phasder particle goes
RedRapture 4 Mar, 2022 @ 10:15am 
@Marcus Arabela What if you wanted to make a Terran Empire kind of empire then? You'd be stuck with either losing out on a civic choice in order to get phasers and photon torpedoes or not get phasers because you don't want to play xenophile.
Marcus Arabela 3 Mar, 2022 @ 7:44pm 
I like it the way you currently have it, so the player can choose it and the AI will too. I also like that it can appear on starbases too, so I see no problem with the ethics requirement.
GENOBEESRAGE  [author] 2 Mar, 2022 @ 4:40pm 
i dont want it player only. im asking if you guys are fine with it not working on starbases if you dont have the ethics
RedRapture 2 Mar, 2022 @ 1:33pm 
If you want it to be player only, give it no AI weight. That way the AI don't choose it. You can also add in weights to make the tech a guaranteed appear after a certain tech has been researched.
GENOBEESRAGE  [author] 2 Mar, 2022 @ 1:24am 
so what i had it as originally. which worked very inconsistently. and the reason i have it it locked to civics/ beliefs is so starbases will use them. otherwise if you guys are fine with them only being on ships if you dont have the right beliefs its simple to change.
RedRapture 1 Mar, 2022 @ 5:47am 
I like Hyper's idea. Make phasers and disruptors become available when you reach, say, the lances. Make photon torpedoes available when you reach tier 4 missiles. That could work, would require a rebalancing of the phaser and torpedo weapons though.

As for the civic requirement, you could always make it an AI weight to use rather than a required civic or beliefs. Make it weighted so that the ai won't choose it normally, unless they meet the beliefs you want, in this case fanatic xenophile
GENOBEESRAGE  [author] 1 Mar, 2022 @ 1:07am 
so you want every empire in the galaxy to use phaser weapons?
Aþi 1 Mar, 2022 @ 12:49am 
Hello!
Quite enjoy this mod, however some things do bug me.
I'm playing a xenophilic, pacifistic, egalitarian empire, and i like to have a good level of immersion and having my civics be matched to how i like to play. Having federation weapons as a civic is clunky and feels like an unnecessary restriction. How about just making phaser weapons like plasma and disruptor and making it a later game tech you research? And why should a technology be restricted by ethics or a civic because only that kind of state researched it in a fictional universe?

The civic/ethic restriction is not very fun, it feels forced and clunky and not at all fun.

Please?
GENOBEESRAGE  [author] 15 Feb, 2022 @ 8:07am 
im pretty sure terrans used disruptors not phasers could be wrong. you can also just use the civic its there to force stuff like that
Admiral*Alex 15 Feb, 2022 @ 5:37am 
Well sh*t. Oh well...I needed to restart my game anyway. Can you make a Terran Empire version for those RPing?
GENOBEESRAGE  [author] 14 Feb, 2022 @ 11:13pm 
Ah sorry forgot to remive that bit. Yes need either the right fanatical ethics or the civic
Admiral*Alex 14 Feb, 2022 @ 7:12pm 
I'm confused. Do you have to be  egalitarian/xenophile or not? The description says you need and don't need to have those ethics?
sailormarsfan1701 14 Feb, 2022 @ 10:44am 
hey is there any way you can make a st enterprise era uniform set just thought id ask
the 15th dalai lama kreanosaurus 3 Feb, 2022 @ 4:17am 
Been waiting for a mod like this for 3 years, you are an absolute legend my dude! ;D
RedRapture 19 Jan, 2022 @ 11:21am 
You know, this reminds me. There's a federation shippack out there that put phasers into the game as well. Has a lot of icons for the weapons themselves. May be something to consider a collab on.
RedRapture 18 Jan, 2022 @ 2:42pm 
Trek fan here who regularly debates ST v SW, so I'm very familiar with the technical stuff behind the weapons. Hit me up if you want some help with the localization.
Marcus Arabela 16 Jan, 2022 @ 1:15pm 
Lol, understand. Definitely a good way to handle that and make note of where you need text info.
GENOBEESRAGE  [author] 16 Jan, 2022 @ 5:48am 
i have fat fingers lol. i tend to do that everrty now and then. and the replace me is just a localisation part of the software im using. its a dummy thing untill i actually replace it with something else.
Marcus Arabela 10 Jan, 2022 @ 3:34pm 
For the Klingon weapons pack, the text is missing for what I assume is called the "Klingon Start Tech". Sorry, forgot to mention the tool tip name text I found missing.
Marcus Arabela 10 Jan, 2022 @ 3:12pm 
Yep, I'm using them too to test tech availability. For player selected race, the Federation and Klingon weapons are available at start now, per civic/ethics requirements.

With the Federation weapons Pack, I noticed from clicking on "Researched" tech button, that the "Fed Start Tech" icon mouse-over tip has a typo in it's text file entry (appears as "Fed Start TEch", note the caps E), and the lower icon tool tip is missing and the game engine is showing the text as "REPLACE_ME" which is a generic text displayed when the proper text entry is missing or formatted wrong.

For the Klingon Weapons Pack, the icon mouse-over tool tip text is missing for both fields and the game engine is displaying the "REPLACE_ME" text for the tool tip text.

Small bugs that don't impact game play, but thought I would mention for correction.

Thanks! Fast response and appreciate you listening to my hopefully positive input.
GENOBEESRAGE  [author] 10 Jan, 2022 @ 2:42pm 
you can use commonwealth of man and the united earth to test its what iwas using to make sure it worked.
Marcus Arabela 10 Jan, 2022 @ 2:40pm 
Thanks! I just downloaded the new version and will give it a try in-game.
GENOBEESRAGE  [author] 10 Jan, 2022 @ 2:38pm 
okay its up. just remember the ethic requirements
Marcus Arabela 10 Jan, 2022 @ 2:34pm 
Ok, understand. Romulan weapons addition would be nice, but I'll live without them.

Perhaps you could see if another mod team that has the assets you need might give you permission to use theirs? Not sure if possible or worth trying, but I would recommend only as a future possibility will you complete work on the Federation and Klingon weapons pack mods.

Definitely don't need to overload you. Greatly appreciate your current mods you are working on.
Marcus Arabela 10 Jan, 2022 @ 2:28pm 
Sounds good. I like having the option without the loss of a civics point, but can force the weapons tech use for an AI if needed by adding the civic. Cool!
GENOBEESRAGE  [author] 10 Jan, 2022 @ 2:27pm 
as for romulan weapons. i dont have the SFX easliy at hand for me to start on it at the moment. and its next to imposibble to get it from clips from the shows.
GENOBEESRAGE  [author] 10 Jan, 2022 @ 2:25pm 
its not live yet though
GENOBEESRAGE  [author] 10 Jan, 2022 @ 2:25pm 
okay so. ive put it back to being limited by fanatic aswell. basically they dont recieve thestart tech unless they are either fanatic xeno/egal or have the civic. the same for klingon except milit/spirit + civic. does that work?
Marcus Arabela 10 Jan, 2022 @ 2:21pm 
Just saw your last post, cool and thanks! Looking forward to seeing what you come up with.
Marcus Arabela 10 Jan, 2022 @ 2:20pm 
Understand concerning testing. If by stronger you mean more bonuses? No. But if you mean free or an added civic point at start during race design, I would say yes.

I like being able to add a preferred weapons design to a race, but not at the cost of limiting racial characteristics design.

I don't mean to create more work for you, just my thoughts and preferences.