Stellaris

Stellaris

Star Wars Weapons - Funnel's Additions
90 Comments
FunnelVortex  [author] 19 May @ 3:12am 
Okay so since SW Galaxy is a map mod there should be no conflict between that and this.
FunnelVortex  [author] 19 May @ 3:09am 
If it's a total conversion, probably no. My Star Wars mods are standalone and often conflict with total conversions which add their own versions of what my mods add.
PrussiaN 18 May @ 9:32pm 
Hello, is your mod compatible with Star Wars Galaxy 2?
Zombie 10 May @ 10:45am 
usually any weapon mod is completely compatible with nsc. it would be a different thing if you added your own ship classes
FunnelVortex  [author] 10 May @ 8:57am 
Although it should be known I have no plans to make an NSC-compatible version of this because NSC is a mod I personally don't play.
FunnelVortex  [author] 10 May @ 8:55am 
This mod generally assumes you're not using NSC
Zombie 10 May @ 8:01am 
Yes, though the star fighters will become redundant when season 2 of nsc3 is released.
Irrer on Tour 10 May @ 7:40am 
is this compatible with the NSC version of "Star Wars Empire Ships 4.0"?
FunnelVortex  [author] 8 May @ 8:22am 
On it. I think it just needs a quick version bump because the update didn't change combat.
Jace domon 8 May @ 1:59am 
@funnelvortex any plans to update this for 4.0
GibbsNCIS 7 Mar @ 5:35pm 
Thanks for the insight :steamthumbsup:
FunnelVortex  [author] 6 Mar @ 6:11am 
TIE Fighters are represented by the Starfighters component. Model depends on your shipset.

The SPHA-T is already a super heavy broadside weapon that deals heavy bursts of damage to ships in spitting distance and capable of one-shotting corvettes and destroyers. The reason it's an X Slot is partially for balancing but also because the SPHA-T retrofitted on the Venator was basically done so by tearing out a chunk of hangar space and plugging the gun right into the main reactor allowing it to be much more destructive than it's normal mobile artillery variant.
GibbsNCIS 6 Mar @ 3:47am 
but great mod also are Tie fighters in this?
GibbsNCIS 6 Mar @ 3:47am 
hi just a suggestion maybe making the SPHAT using the L Slot instead of the X Slot making it a more broadside weapon?
FunnelVortex  [author] 29 Jan @ 10:56pm 
@Zombie It is only weapons so they will work on any shipset.
FunnelVortex  [author] 29 Jan @ 10:54pm 
@Zombie I have no plans to add those things seeing as that is basically just reskinning elements already in the base game.
FunnelVortex  [author] 29 Jan @ 10:54pm 
Small update: Reduced strike craft speed.
Zombie 8 Jan @ 2:43pm 
or add duasteel, deflector shields, thermal shields, mass drivers, hyperdrives. and Star wars reactors?
Zombie 8 Jan @ 2:36pm 
will you make thing for the other star wars ship sets?
Modern Spartan 8 Jan @ 5:10am 
They have like 400 speed, if that could be halved it would be SO much better!
Modern Spartan 7 Jan @ 5:15pm 
Could the star fighters move a BIT slower? They race in so fast that enemy fighters are being killed before they leave the enemy bays, and it means no epic dogfights to watch!
FunnelVortex  [author] 14 Dec, 2024 @ 10:17pm 
Version bump + Starfighter durability buff + SPHAT damage/range nerf and tracking buff + mini superlaser accuracy nerf
Firestorm007XI 12 Nov, 2024 @ 8:48pm 
Update yes??
FunnelVortex  [author] 4 Sep, 2024 @ 1:15am 
I don't play with NSC so I don't have any compatibility for it planned as of now, but any Juggernaut-tier ship with a T slot should accept the superlaser.

I'm personally considering just making the Eclipse it's own standalone mod at some point since the way I have it set up is somewhat jank. But stay tuned and I'll keep you posted on that.
Friendly Mosasurus 4 Sep, 2024 @ 12:37am 
Will there be a chance of "Eclipse Superlaser" being add to flagship in NSC Mod?
schooljml 28 Jun, 2024 @ 12:09am 
i am gonna try this with the empire nsc3 hope it works
Papa_Stalin101 2 Jun, 2024 @ 2:05pm 
Will there be an NCS compatibility patch to add hypermatter reactors onto battlecruisers and such?
Ros[É] 21 May, 2024 @ 5:31pm 
Is there a way to put the juggernaut Eclipse superlaser onto a nsc flagship?
Lucius 17 May, 2024 @ 11:12pm 
Not sure if its from this mod or not but im unable to save ships for some reason.
NoA_Epsilon 9 May, 2024 @ 1:55pm 
Are you updating this to the latest version?
Camalie 1 May, 2024 @ 5:30pm 
@The_Irish_Fox you'd be looking for Star Wars Empire Ships, by Superior General Delvardus
FunnelVortex  [author] 24 Apr, 2024 @ 10:05pm 
I'll probably version bump it later, just to let people know it still works!
rednova1865 24 Apr, 2024 @ 9:49pm 
ok i was just waiting patiently for it to update anyways but thank you for letting me know
FunnelVortex  [author] 24 Apr, 2024 @ 9:39pm 
It's actually compatible with the latest version so you can use it. I might do a minor update in the near future tho.
rednova1865 24 Apr, 2024 @ 6:25pm 
is there an update coming out for this soon?
FunnelVortex  [author] 6 Feb, 2024 @ 7:10pm 
Made a thread explaining in detail how starfighters work in this mod:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3032491880/4200238624226717307/
FunnelVortex  [author] 6 Feb, 2024 @ 6:12pm 
new update: the SPHAT artillery now has it's own custom sound effect using the audio from Attack of The Clones.
Camalie 4 Feb, 2024 @ 9:30pm 
sounds great, I look forward to using these again on my next playthrough
FunnelVortex  [author] 4 Feb, 2024 @ 9:26pm 
Also reworked weapon targeting, superlaser weapons will prioritize starbases and large capital vessels, SPHAT cannons will prioritize corvettes and destroyers, and Bomber squadrons will prioritize targeting large capital ships.
FunnelVortex  [author] 4 Feb, 2024 @ 9:06pm 
New update, added new SPHAT cannon effects and gave starfighter types a rebalance.
raymondsims2 11 Jan, 2024 @ 7:48pm 
whats the load order for this?
FunnelVortex  [author] 8 Dec, 2023 @ 2:09pm 
Just version bumped, about to do a playthrough to check to make sure things are all good.
Camalie 6 Dec, 2023 @ 12:33pm 
got it, I'm looking forward to being able to use this mod again.
FunnelVortex  [author] 6 Dec, 2023 @ 11:53am 
I apologize I haven't been playing Stellaris these past couple months, I'll version bump this and my other mods later and then do a playthrough and see if anything needs fixing.
Deklaus 26 Nov, 2023 @ 8:51am 
update pls
Camalie 21 Nov, 2023 @ 9:11pm 
I don't suppose you plan on updating this to the latest patch soon?
Willem 9 Oct, 2023 @ 9:15am 
@Zombie You need the Empire Shipset, either the Normal or the NSC one, this mod, and the star wars weapons mod, then you need to unlock the Juggernaut and use the Eclipse Section.
Zombie 9 Oct, 2023 @ 9:14am 
For the eclipse superlaser, I couldn’t put it on any T weapon solt.
@FunnelVortex
raymondsims2 8 Oct, 2023 @ 9:33pm 
does this work with nsc? and whats the load order?
FunnelVortex  [author] 3 Oct, 2023 @ 12:19pm 
The whole idea is that they replace normal strikecraft, you get interceptors and bombers by researching Strike Craft Tiers 2 and 3 which are more specialized versions.

Starfighters have more damage output but less speed/tracking than a T3 strike craft and have less overall HP, interceptors do less damage to ships and are fragile but have great speed/evasion/tracking and can shoot down missiles and apply a screen against enemy strike craft, bombers have high HP and do an incredible amount of damage to ships but have very poor speed, evasion, and tracking. All Starfigther variants can shoot down other strike craft like vanilla strike craft can.