Stellaris

Stellaris

Star Trek Weapons
198 Comments
KayinDreemurr 5 hours ago 
As a general rule from my own experience with this mod as well as the Star Trek total conversion mods, viewing space battles at slow or slowest helps.
RedRapture 19 Jul @ 8:20am 
Nevermind, the alteration to make it visually pleasing is so tiny that I can do it even if you updated every day. With that, awesome mod, it's come a long way. Massive kudos for keeping this mod going and dealing with the community.
GENOBEESRAGE  [author] 19 Jul @ 6:31am 
because its the closest i could get to the actual cycle time, without it being basically nothing.
RedRapture 19 Jul @ 6:09am 
Slight complaint about the mod, why are the phasers so quick in their firing cycle? They flash out very quickly and then turn off with very little chance to enjoy seeing the phaser fire itself.
GENOBEESRAGE  [author] 17 Jul @ 11:48pm 
also limited to 2 per ship
GENOBEESRAGE  [author] 17 Jul @ 11:47pm 
update:
1, cannon weapons now renamed to turrets
2. ship behaviour module added
3. new weapon for each type added
new cannon wepaon for disruptors/plasmas/polaron
new beam weapon for phaser
a new ship section for corv/des/crs/bs
new eapons are intended to be used on the new secftions as they are supposed to be fixed
fring arc weapons, you may use them in any slot but they are intended for the new sections
these new weapons are player on;y. as the AI designer has no idea how to place them
properly
GENOBEESRAGE  [author] 11 Jul @ 2:38am 
fixed the tractor icon issue, a well as new icons for weapons, so they are not goofy edited screen shots from tv/games
GENOBEESRAGE  [author] 10 Jul @ 1:47am 
its an old redundnat tech for a components i removed, currently has no function
KayinDreemurr 10 Jul @ 12:12am 
Phaser Weapon Core Upgrade T1 is the tech I was thinking of! it has a picture of photo torpeoes but doesn't show any applied effects or anything.
KayinDreemurr 9 Jul @ 9:53pm 
Mod works~! That being said some minor things-
1- torpedoes for small slot would be cool
2- tractor beams seem to be missing their image when looking at the slot options, but when you place it down it has its image.
3- I saw a tech for phasers that I think was saying it was an upgrade or enhancement, but didn't list any bonuses or boosts for the weapons?
GENOBEESRAGE  [author] 9 Jul @ 4:58pm 
Anyone got ideas for special weapons for each type. Ive got an idea for the romulan shield siphon that the d’deridex has in STA. Just need other ideas for different ship sizes and races.
GENOBEESRAGE  [author] 1 Jul @ 8:19am 
All good.
Kashy 1 Jul @ 6:07am 
Yes, I read everything.
I've now loaded all my mods individually.
The error was mine; a trait mod was hiding it.
Your mod is working for me now, too, sorry.
GENOBEESRAGE  [author] 1 Jul @ 5:25am 
works fine, have you read bullet point 3?
Kashy 30 Jun @ 12:29am 
Is your mod compatible with 4.0.21? I don't think so.
Why? You don't get any research suggestions in 4.0.21.
Please upgrade to 4.0.21, that would be great. Thanks
Oorillon 15 Jun @ 6:19am 
Thank you.
GENOBEESRAGE  [author] 15 Jun @ 3:14am 
its not a component
GENOBEESRAGE  [author] 15 Jun @ 3:14am 
if you picked the trait you get the tech,
Oorillon 15 Jun @ 2:41am 
does this work when you use the Vanilla weapons, too?
Or only when all Weapons are ST or Mixed?
GENOBEESRAGE  [author] 14 Jun @ 7:52pm 
its inbuilt, you get it from one of the starting techs for each weapon
Oorillon 14 Jun @ 6:06am 
I just saw the weapons. how to get the SL-Speed?
GENOBEESRAGE  [author] 13 Jun @ 7:48pm 
trek space fights are essentially like having a knife fight in a phone booth, its why i gave them short ranges, but also gave them 50% extra sublight speed.
Oorillon 13 Jun @ 6:36am 
so, aren't the Weapons a bit short-ranged?
or do I miss something?
GENOBEESRAGE  [author] 3 Jun @ 5:27am 
i only have a borg shipset available to the public
Zombie 2 Jun @ 3:09pm 
Well there is a borg shipset
Proxy 2 Jun @ 9:48am 
Does it come with a shipset or have to be gotten separately
djpaulycee 11 May @ 1:39pm 
@GENOBEESRAGE well thats fair enough. I look forward to it!
GENOBEESRAGE  [author] 10 May @ 7:08pm 
Which is why i dont mind doing T6 components for stuff like armours and shields. As those only have visual effects in the designer and not on the map. I have an interesting idea for the hyper drive. Behaviour is already gonna get its own thing.
djpaulycee 10 May @ 1:32pm 
GENOBEESRAGE gonna have to disagree with you on that one, boss. ALL the mods i mentioned have unique sounds, particle animations, and mechanics. The forrunner engines provide jump drive capabilities built into the engines with a cooldown. Longer range than normal jumps as well. Thats just one example. literally all of them provide all the things you listed. None of them are just cosmetic. Your point is just that you think that theyre all numbers and thats true. But only to a certain degree, because you gotta count the gameplay unique mechanics, sounds, particle effects, etc.

Plus arent you using the particle effects of existing star trek mods anyway? just port whatever mod youve been harvesting into this one. Youre already halfway there anyway. Just add regenerative shields, plasma shields, polarized armor, etc. AS it stands, trek is STILL the only major scifi franchise WITHOUT these things as a standalone mod
GENOBEESRAGE  [author] 7 May @ 2:54pm 
Dude its updating every day
Fran 7 May @ 2:23pm 
Now you just need to fix the Version error hihi.
Still good work <3
GENOBEESRAGE  [author] 6 May @ 6:01am 
should be fixed, it was also on the pulse phaser and disruptor cannon. i had already fixed plasma
tolaburke 6 May @ 4:27am 
Advisory: T1 Large Polaron Cannons have +300% Shield Damage, -100% Armour and Hull damage. Medium and Small are +10% shield penetration, -25% shield Damage, +25% armour damage. Looking at Tier 2, it's large Cannon seems 'normal'(That is, in line with the Medium and Small cannons).
GENOBEESRAGE  [author] 5 May @ 8:02am 
in reality those things are cosmetic only, so they are less likely to be done, where as ships and weapons you see and hear them,

updated for 4.0 havent added on hit effects yet, so it is still backwards compatable.
djpaulycee 2 May @ 9:04am 
@GENOBEESRAGE hey ill take it. Better than nothing! It still baffles me that we have star wars weapons and subsystem mods everywhere. UNSC weapons and subsystems. Warhammer 40k weapons and subsystems. Just not start trek. Only ship sets and weapons. No shields. No armor. No specialized drives, etc
GENOBEESRAGE  [author] 2 May @ 5:48am 
maybe something like T6 components but not for every tier as that would be redundant
djpaulycee 2 May @ 1:05am 
@GENOBEESRAGE is there any plans to include various other subsystems like shielding to this mod? you know, just to complete the immersion. Theres plenty of shipsets out there and your mod for weapons but no mods that give trek shields or armor and such
GENOBEESRAGE  [author] 1 May @ 9:05pm 
I think its about even.
Fran 1 May @ 7:56pm 
Soo... means overall they are stronger? Will they win all fights fleet vs fleet with a clear victory? its just i dont want AI to steamroll other ai's. I made around 40 Factions of different universes. So for the last step i try to handle as much lore comform mods as i can. I found a star wars weapon mod pretty balanced, now i hope to find something with startrek also like this^^
GENOBEESRAGE  [author] 1 May @ 7:34pm 
Substantially shorter range. But you also get a 50% sublight speed boost.
GENOBEESRAGE  [author] 1 May @ 7:30pm 
They are a bit stronger dps wise. Especially torps. But have less range
Fran 1 May @ 4:23pm 
heyaaa. Nice mod <3 You did pretty nice work here! Do you know how balanced these weaposna re compared to normal stellaris weapons?
GENOBEESRAGE  [author] 1 May @ 6:15am 
but you generally want the shortest range
GENOBEESRAGE  [author] 1 May @ 5:42am 
i will e adding a custom one, because i also noticed it struggled with ranges, especially with ASB enabled, i am thinking it will charge into 10 range bbefore retreating to 50 and then returning again, with bonuses to base speed and acuuracy
Satsuki Shizuka 五月靜 30 Apr @ 8:45pm 
Is there any recommendation for a combat computers mod to go with this? Vanilla combat computers make long-range variants very ineffective to use as they're usually held back so much barely anything fires.
GENOBEESRAGE  [author] 24 Apr @ 5:39pm 
updated, rebalanced the other 3 weapons types, to the same standard as polaron, added fighters for polaron, new cannon gfx.
BRMC-GHO5T 24 Apr @ 12:13am 
thanks
GENOBEESRAGE  [author] 23 Apr @ 8:13pm 
Add a trait to your species during empire creation, phaser, disruptor, plasma or polaron. And you get them as start techs.
BRMC-GHO5T 23 Apr @ 3:19pm 
How do you actually get the weapons? are they availble from the start or do they show up as research?
GENOBEESRAGE  [author] 23 Apr @ 1:33am 
updated, removed the edicts, and added a tractor beam weapon, it wont do tractor beam stuff till on hit effacts are in.