Stellaris

Stellaris

SciFi Series Tech
33 Comments
Beast-Storm 4 Oct, 2023 @ 7:49pm 
If you update please make this a legacy version
Sunconure11 29 Apr, 2023 @ 7:33am 
When you work on this more, could you allow parts from this mod to upgrade automatically, as you research newer and newer versions of them?
Robinxen  [author] 21 Oct, 2022 @ 12:27pm 
Finally uploaded the last update before the combat overhaul! This update was huge because I finally got to work on some civics, which was a lot of fun. There won't be any activity for a while on this mod, as I will be waiting for the official release of the new combat numbers in order to start balancing the weapons and preserving the vanilla flavour of this mod as best I can. (This does likely mean the PPC will be getting a nerf)

I'm not sure what specifics this will entail, as several weapons will need adjustments.
Robinxen  [author] 23 Sep, 2022 @ 9:49am 
@GlitchFling108 Nothing in it currently (should) be broken so it can still be used as-is. I will be releasing an update for it later today hopefully, the new update for my Ancient Mining Drones side mod is just taking longer to iron out than I originally intended and I want to upload both together.
GlitchFling108 23 Sep, 2022 @ 3:02am 
Update for 3.5?
Robinxen  [author] 14 Aug, 2022 @ 2:50pm 
@Lesovikk The probe simply has a +1 sensor modifier, allowing it to see one system ahead at all times. This lets you reveal adjacent systems without sending a science ship inside.
Sunconure11 14 Aug, 2022 @ 1:17am 
Can you post a tutorial on how to use the probe properly?
Safari Mesh 25 Jul, 2022 @ 8:06pm 
brilliant mod, great work
Robinxen  [author] 24 Jun, 2022 @ 8:28pm 
I really need to take some proper screenshots of the content to do a showcase now that there's more variety, will probably do that over the weekend.

@the 15th dalai lama kreanosaurus It'll be easier to just grab one of the Armageddon Bombardment stance mods already over the workshop! Best I could do is rename it.
the 15th dalai lama kreanosaurus 24 Jun, 2022 @ 3:54pm 
exterminatus.
i want to commit genocide.
pls add ;D
Robinxen  [author] 20 Jun, 2022 @ 12:26pm 
@MarMarBunBun YT You did give me an interesting idea, so I tried it out with the Orbital Bombardment Particle Cannon but sadly it seems like Stellaris does not work well with you giving weapon component modifiers. Otherwise I thought it'd be interesting to give an orbital damage bonus from the weapon itself. I'll have a look with implementing it a different way potentially.
MarMarBunBun YT 15 Jun, 2022 @ 2:46am 
Maybe you could add ion cannons from star wars, normally they only stun a ship and deal damage to shields. They could be interesting and there's also the experimental weapons from the onager class star destroyer which are meant to target planetary shields but can be quite deadly in ship to ship combat
That Old Jake Guy 12 Jun, 2022 @ 2:45pm 
Aha! Another mod I didn't know I wanted
Robinxen  [author] 20 May, 2022 @ 8:37am 
@Panther ausf.G I currently have some ideas for the Mega Shipyard I might work on eventually, but I will need to dive back into learning event modifying to pull it off, with my current job my time has been more limited than expected.

As for making it a collection of coherent techs, I've mostly attempted to do techs that blend in with the vanilla experience as-is, aside from a few silly ones most shouldn't stand out too much, but as the franchises diversify it'll probably get harder to blend them. Ideas are welcome to improve it though.
Panther ausf.G 19 May, 2022 @ 9:12pm 
I think this is going to be an interesting mod. Hope to see this mod expands into a collection of coherent techs.

Would be interesting if this mod could interact with Gigastructure or megastructures from the vanilla game
Robinxen  [author] 9 May, 2022 @ 2:54pm 
@mwesson9316 Glad you figured it out, I've made a note to make it more clear in the next update, I have a couple of ideas for that which I will test out.
mwesson9316 7 May, 2022 @ 3:14pm 
I figured out the issue; I didn't realize I could do either phaser emitters or disruptors, but not both. My bad.
Robinxen  [author] 3 May, 2022 @ 9:17am 
@mwesson9316 The icon is a flipped image of a vanilla weapon so you may have overlooked it, but just to be safe I'll do a quick test again shortly to confirm.
mwesson9316 2 May, 2022 @ 8:53pm 
I can research the disruptor weapon tech, but the weapon itself never shows up in the ship builder. Is this an issue with this mod, or have I finally broken this game?
Robinxen  [author] 3 Apr, 2022 @ 12:57pm 
@cfoleyedgewater I've watched those movies about once in my life when I was a child, so I honestly have no memories of anything in them that'd be interesting to bring to Stellaris, and I never enjoyed them enough to think about watching them again just for ideas.That said, if some interesting ideas are submitted in the suggestion thread I would still take a look at them.
DatOneMinuteman 3 Apr, 2022 @ 12:50pm 
where star wars?
Robinxen  [author] 19 Feb, 2022 @ 8:54am 
@XCABAL In theory, yes, which is why its base damage is a little lower than the other endgame weapons. But I have no idea how Stellaris is actually handling it. I'm still tweaking that weapon based on how it feels when playing, in the next update I plan to add a few more prerequisite techs to it too so that it feels much more like an endgame weapon.
XCABAL 19 Feb, 2022 @ 2:36am 
Question about the PPC: Does it receive both Kinetic and Energy weapon bonuses?
Robinxen  [author] 6 Feb, 2022 @ 11:11pm 
@bigboydrewsy No problem, it's a relatively common issue. Hope you enjoy.
SalmonFeet 6 Feb, 2022 @ 11:04pm 
@Robinxen just checked, it was either the workshop or launcher. It works fine now, i re downloaded it, thanks!
SalmonFeet 6 Feb, 2022 @ 10:58pm 
@Robinxen will do, i'll tell you if its the workhshop or not
Robinxen  [author] 6 Feb, 2022 @ 7:23pm 
@bigboydrewsy Can you double check it's not the steam workshop and paradox launcher being a buggy mess and making an error downloading, because I can confirm there is definitely a descriptor file on my end.
SalmonFeet 6 Feb, 2022 @ 7:03pm 
Has a "missing desctriptor file"
whenwrašk 5 Feb, 2022 @ 3:27pm 
fair enough, that sounds like a very difficult mod to make.
Robinxen  [author] 5 Feb, 2022 @ 3:26pm 
@whenwe.serbie.65 It's a fair suggestion, but one much more fitting for a total overhaul mod to bring the entire game in line with the power scaling of that universe. Which is probably why there's a total void of mods based on it, that's a lot of investment for a relatively niche novel series.
whenwrašk 5 Feb, 2022 @ 3:23pm 
yeah, now that you mention it there isn't really any way to balance that without wrecking it. my bad then. still a cool mod though, thank you for responding!
Robinxen  [author] 5 Feb, 2022 @ 3:14pm 
@whenwe.serbie.65 The big problem with Xeelee Sequence is that the technology starts to get so out there on the power scale that it'd eclipse everything the game has to offer, and if you bring the stats in line with the rest of the game then are you really adding Xeelee Sequence supertech? I mean we'd be talking about carrier fighters that can eat stars for breakfast. The only way to balance it would be to make it take a mind-boggling long time to research, which isn't fun.
whenwrašk 5 Feb, 2022 @ 2:50pm 
really liking this mod, maybe you could add some techs and weapons from Xeelee Sequence? the whole workshop doesn't really have any Xeelee stuff, i think things like the Monopole Cannons and GUT Rifles would make an interesting end-game research, or tech you could only get through special events.