Stellaris

Stellaris

Star Wars Weapons and Ship Components 4.0
379 Comments
Superior General Delvardus  [author] 11 Jul @ 3:00am 
@DocHolliday
Yea, quite weird as I have not had any issues running this with NSC. There shouldn't be any code within this mod that prevents modded ship classes from appearing. So my best guess is that it is one of the other mods that you have recently downloaded.
DocHolliday 10 Jul @ 2:48pm 
or dreadnoughts oddly. I mean I can build some NSC ship types but others I cannot. Super weird.
DocHolliday 10 Jul @ 2:41pm 
I'm sure it could be something else, but my question was ignored so I have no idea lol. After downloading this and some other mods I can no longer make Battlecrusiers, normal cruisers, Explorers or Carriers from the NSC mod... Anyone know if this could be the conflict?
Axneth Ironswift 3 Jul @ 5:28pm 
Thank you very much for the 4.0 variety! Didn't realize how much I missed my star wars weapons coming back after a year.
Modern Spartan 3 Jul @ 4:01pm 
Sounds fair to me!
Superior General Delvardus  [author] 3 Jul @ 12:07pm 
@Modern Spartan
When Stellaris updates to 4.1
Modern Spartan 3 Jul @ 5:21am 
Any word on that Vong weapon update?
DocHolliday 2 Jul @ 10:39pm 
I'm assuming this works with NSC 3 as well yes?
Superior General Delvardus  [author] 14 Jun @ 6:35am 
@KрУтЯк_12
I hope to work out a fix for the next major Stellaris update cycle, it's been an issue for quite some time.
KрУтЯк_12 14 Jun @ 5:25am 
really love this mod. Join to last question. Laser bolts almost invisible or too transparent at far distance. its looks normal only if utrazoomed at ur ships. Octuple-Turbolaser or Quad much better but seems too transparent. any chance to fix it? maybee... edits some .txts at mod folder? thx
niccodigge 4 Jun @ 12:31am 
awesome mod, i have a problem/question tho, why do my laser bolt almost look transparent? i see the color but very lightly, how do i make it more visible/thick?
DisasterAhead 29 May @ 7:48am 
I just wanted to say thank you for including the Extra Ship Components tiers of these weapons.

Also, I saw what you said about downscaled ships in the mod description, but I just wanted to double check that you'd be ok with me making a patch so this mod works with it.

Thanks!
Modern Spartan 27 May @ 2:44pm 
I kinda like them as is too, but you do you! I won't complain, it's my go too for unique weapons!
Cuirassier 27 May @ 11:17am 
I honestly think the turbolaser bolts are fine as they are lol
Zombie 27 May @ 8:35am 
If you have the species trait for the lasers selected, the edicts don't appear.
ASIERMA 27 May @ 8:18am 
cant find edicts
Superior General Delvardus  [author] 27 May @ 7:54am 
@Darkenoid
Actually thanks for that link, forgot about that mod. This might as well be my ticket to actually figuring out this specific issue.
Darkenoid 26 May @ 11:33pm 
Hello! I have a question. The laser color is very dark and I have to zoom in to see it
This module https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2939760885 It's very clear that I've been using it all along
Thank you
Modern Spartan 21 May @ 4:16am 
Gonna make a wilderness origin vong, and turn the entire galaxy into our new home!
Cyph the Terrible 21 May @ 4:09am 
Ya gotta burn down the heretics of the Hive mind with lava
Modern Spartan 21 May @ 4:00am 
They fire superheated globs of lava, so no
FunnelVortex 21 May @ 2:06am 
Arnet' Vong weapons technically vanilla?
Modern Spartan 21 May @ 12:04am 
I cant WAIT for the Vong weapons!!!!!!
Zombie 16 May @ 10:21pm 
Technically Revan who at the time was neither part of the old republic and the sith used it and caused the creation of Darth nillius.
Doom Random 16 May @ 4:07pm 
@Zombie Technically...The Old Republic *used* a black hole generator. The Mass Shadow Generator from KOTOR.
Inerael 16 May @ 1:07am 
amazing ! But yes there are some projectile a little bit small, anyway, amazing ! My CIS ship can bring democracy a,d equality to the galaxy !
Boar Vessel 11 May @ 10:01am 
I have noticed that the projectile scale of the superheavy ion cannon is a fraction of the size of the superheavy turbolaser particle. Is this intentional? Changing the scale up to 8.0 made it look better
Superior General Delvardus  [author] 6 May @ 6:25pm 
@katanainfinate00
They should work fine, as the progression is mostly detached from that of vanilla technologies however there might be some unforeseen issues that could come up (like I know bio-ships don't use the normal battleships but rather it's own thing which means that the battleships technology is unavailable and hence the ultraheavy turbolasers and ion cannons as well). So it would probably work yes, but I would not really recommend it.

@[F.I.S.T] diva.Y.J
There are plenty of them out there but I really do not recommend using such as it could easily break AI empires (they won't equip ships with weapons for example).
katanainfinate00 6 May @ 3:46pm 
are the weapons usable on bio-ships?
[F.I.S.T] diva.Y.J 6 May @ 4:36am 
Is there a patch that removes the Vanilla Weapons and only leaves these in?
Zombie 5 May @ 5:42pm 
no race in star wars uses black hole generators
Falkenstein 5 May @ 3:23pm 
and also blackhole generators for shields ...
Zombie 1 May @ 10:11am 
Okay. Though remember the vong only use regenerating armor
Superior General Delvardus  [author] 1 May @ 8:04am 
@Zombie
I plan to do the vong weapons for the 4.1 update cycle, especially since I expect this mod to need some testing with the release of 4.0 before I can update it. I plan to have the update to Stellaris 4.0 be a compatibility update.
Zombie 1 May @ 6:33am 
When 4.0 comes out will there a trait for the vong for vong weapons and regenerating armor?
Superior General Delvardus  [author] 26 Apr @ 2:31pm 
@どれっどのーと
Sorry I don't speak Japanese but according to google translate you are asking if I plan to add armor or shields. As of right now I have no plans, I think that what exists already in vanilla Stellaris basically matches the armor and shield technology used in the Star Wars franchise.
どれっどのーと 26 Apr @ 12:41pm 
装甲やシールドを追加する予定などはありますか?
Superior General Delvardus  [author] 22 Apr @ 12:59pm 
@ChipopHQ
Legacy of the Old Republic is a total conversion mod, this mod is not compatible.
ChipopHQ 22 Apr @ 7:52am 
Is this compatible with Legacy of the Old Republic?
Ex Ossibus Fumus 16 Apr @ 12:28pm 
The lasers from ASB are noticeably brighter and visible compared to yours.
DracoMcGee 16 Apr @ 10:04am 
Can confirm they do work fine together.

Although projectile speeds on most of the star wars weapons do feel slightly out of place for vanilla.
Superior General Delvardus  [author] 16 Apr @ 9:37am 
@Nekro Philadelphia
I could check and see if anything used in ASB could help with the lasers (as far as I am aware, the two mods don't need a patch to begin with and work perfectly fine regardless).
Ex Ossibus Fumus 15 Apr @ 8:51pm 
Any interest in a ASB (Amazing Space Battles) Patch? It could fix the dim lasers.
DracoMcGee 14 Apr @ 4:04pm 
Ahh thats unfortunate

Wanted to provide a bit of feedback too, (playing with NSC keep in mind)

Was testing out tractor beam and missile jammer

Makes my fleets INSAAAANEEELY OP
like my 300k power fleet of a couple dreadnaughts is ripping apart 500k worth of fleet power (in smaller ships, cruisers battleships ect) before they even close into weapons range.

Why is the AI insistent on autocannons for the autocannon god? I have no idea. But I ended up taking those things off my ships as my fleets werent even taking damage XD
Superior General Delvardus  [author] 13 Apr @ 6:51pm 
@DracoMcGee
A known issue and unfortunately this one has been bothering me for ages and I have yet to come up with any real fix.
DracoMcGee 12 Apr @ 11:50am 
Not sure if its something you can fix but Im finding the purple laser cannons (not sure about other colors yet) are less visible in color the farther the camera gets from them.

They almost turn red or yellowish when the camera is far from the particle effect.
Zombie 2 Apr @ 4:14pm 
Yes let the ai only use ion cannons. Lol.
DarthK3v 31 Mar @ 10:01pm 
Ah, I see. Ultimately it's a minor issue since I have only a few spread among select ships in my fleets. More than that and I'm losing damage potential against armor and hull. But good to know.
Superior General Delvardus  [author] 31 Mar @ 7:40am 
@DarthK3v
It is a known issue because I set the ai weight for ion cannons to 0 (because the ai couldn't understand how they work), this also effects the auto upgrades for the ship designer.
DarthK3v 30 Mar @ 11:15pm 
I'm noticing my ship designs don't automatically upgrade to the next level of ion cannon, but do automatically upgrade to all of the other weapon types. Concussion missiles, proton torpedoes, laser cannons, turbolasers, PD lasers, all auto-upgrade just fine. Only ion cannons need to be manually updated on every design that uses them.

I do have sufficient energy on the designs using ion cannons for the upgrade, so I know that's not the issue. I'm not using Funnel's Additional Weapons, nor am I using any other mod that adds or modifies weapons. I am currently using the Republic shipset and the ARC-170/V-Wing companion mod, if that makes any difference. Not using the Republic flag colors companion mod. In case it also matters, I am using blue bolt color, but I did not use the species trait to start with them, I used the edict at the beginning of this game to select blue bolts.

Any ideas?