Stellaris

Stellaris

Imperial Navy Weapons
111 Comments
djpaulycee 4 Aug @ 7:32pm 
@TheDarkLord hello, so your mod is working BUT my people are refusing to work the worker jobs and are only working the specialist or elite jobs. The only time the worker jobs get filled is if slaves fill the role. Its a problem because the militarum is in the worker category and no xenos should work that job. No wonder i was losing so much energy lol
Azhran 26 Jul @ 8:19am 
The mod seem to be only for one player, which is awesome for single player, but multiplayer it's only the host that get the popup at the start to choose whether or not to get it all instantly or research it all, even if the other players have picked Imperial Navy Civic.

Is it supposed to do that, or is it a bug that only appears in multi??

Mostly asking because my friends also want to use the mod ingame, and like it a lot.
iErr0r32 16 Jul @ 2:13pm 
Screenshots?
CreasedTails[FotR] 26 Jun @ 3:47am 
@Numb with NSC it perfectly work, but about Real Space, don't knowm but it must work
Numb 26 Jun @ 12:46am 
work with NSC and Real space?
Locomotor79 16 Jun @ 8:27am 
and maybe iff you can check on the creator of the Halo weapons mod
since that 1 doesnt works ether and this mod and the Halo Weapons are both my favorite weapon mods
Locomotor79 16 Jun @ 8:26am 
and they also not poping up in the tech tree
Locomotor79 16 Jun @ 8:20am 
hmm od normaly you get a popup at the start of a game right iff whe whant it straight away or just research it right
not getting that
CreasedTails[FotR] 15 Jun @ 3:15am 
@Mando Mangos don't think so. pre made AI yup. but random gen AI, will not take that civ? only if u manualy take it for them
Mando Mangos 15 Jun @ 2:51am 
Can the AI use the Civic? (Random Gen AI)
CreasedTails[FotR] 13 Jun @ 6:54am 
Yup, that civic cost 1 point
G marceau 13 Jun @ 2:12am 
does the imperial civic cost point ?
Mando Mangos 12 Jun @ 11:42am 
Not sure if its been asked before. But since this is based on the UNSC weapons. Would you update that mod as well?
TheDarkLord  [author] 2 Jun @ 4:52pm 
Alright, I've been busy with real-life commitments and haven't had any time to properly look through or play Stellaris in a while.

Plans:
I'm currently working through my list and updating all my mods, starting with both the Tau Fleet and Imperial Navy weapon mods. Necrons will be updated next, followed by a proper release of my new Chaos Weapons mod, so please hold tight and await further news.

This text will be copied and pasted in all of my comment sections so that no one is left unaware of whats happening next.
Battlemaster 21 May @ 5:34am 
Looking forwards to seeing this get updated. Especially with the current update of the Imperial Navy Shipset.
commissar viktor 13 May @ 5:19pm 
well its not crashing its just getting stuck on an endless load screen which i would take a crash over an endless load screen.
TheDarkLord  [author] 13 May @ 5:11pm 
I'm probably going to scrap the full Imperium Mod. In my own opinion, there's not really a need to create another Imperium shipset when the other one's work well enough. Also Grimdark currently exists and works fine.

Otherwise, I'll look into the crashing issue and updating all my mods for 4.0.
SpaceTexan 12 May @ 10:02pm 
same issue
commissar viktor 11 May @ 9:04pm 
Don't know who else has this issue but this mod cause's issues then trying to make a new game making the game get stuck in an endless loading screen.
CreasedTails[FotR] 10 May @ 5:24pm 
4.0 update?
MrGulag 5 May @ 12:57am 
hey man, is that imperium mod still in the works or is that donezo?
pure curiosity, since there hasn't really been an updated imperium shipset in a while
TheDarkLord  [author] 17 Apr @ 7:07pm 
@Wanderer101 No, it should not. I'll give it a look
Wanderer101 15 Apr @ 7:16pm 
Question. Is the civic supposed to change your ethics to Xenophobe?
Inerael 6 Apr @ 6:50am 
looks great ! Wondering, are they op, or are they balanced ?
Roland 9 Mar @ 10:08am 
Cool thanks! I will give them a try!
Skarbrand the Exiled 24 Feb @ 7:14pm 
we need more weaponry!!!!!!!
Centurion 22 Jan @ 4:18pm 
the mod adds a flag icon, a civic called 'imperial navy' that lets you research the tech for the ship components but also lets you unlock them instantly at the start of the game, as well as adding imperium name list - from what i can tell
✙parmex05✙ 28 Dec, 2024 @ 3:54am 
so what exactly does this mod do? is it changes current technologies or adds new?
TheDarkLord  [author] 20 Dec, 2024 @ 1:31pm 
@ darth mysterious Thanks for the heads-up, will be fixing it now.
darth mysterious 19 Dec, 2024 @ 2:56pm 
the shield hardening of void shields & hardening from ceramite armor are not properly appearing as ship modifiers.

typically when you add an effect to a ship component you want to copy ancient suspension field's layout of coding.


to properly appear it must specifically be a ship modifier, not a component modifier like the shield tiers.
Sedmeister 15 Oct, 2024 @ 4:58am 
Doing a playthrough with the All That Is Grimdark mod. Mid game Imperial Weapons was a researchable tech. All good! Thank you!
microsausage 14 Oct, 2024 @ 8:39am 
Great job creating this mod! I tinkered with it a bit for my tastes - toned everything down and made it so the techs have to be researched first. Looking forward to any more content you may want to put out!
Sedmeister 14 Oct, 2024 @ 4:37am 
Hello again! I'm just wondering. When I first used this mod, I had an option at the beginning of the game to have all the weapons available at the start or I could choose to research the various weapons and tech adding them to my vessels as I researched each component. Recently I don't seem to have this option anymore. I get all of the tech up front. Had something changed? Tia.
Dominic 19 Aug, 2024 @ 11:22pm 
does chaos use different weapons? i assume so, if so, id like a chaos weapons mod!
Tempestus Aquilons Yukina 16 Aug, 2024 @ 2:47am 
Oh, I found out why... I forgot to choose the Imperial Navy civic!
Tempestus Aquilons Yukina 16 Aug, 2024 @ 2:40am 
Praise the Imperial Navy and the mod makers! but I don't know why I haven't worked out the technology for Imperial Navy weapons...sad
TheDarkLord  [author] 6 Aug, 2024 @ 2:28pm 
@MrGulag Sorry for the late response. There is currently no way for someone to keep up with the larger mod outside of the sporadic posts I make here and in the comments of some of my other mods.
CreasedTails[FotR] 4 Aug, 2024 @ 3:19pm 
In description Plasma Torpedos, description of UNSC tech
MrGulag 28 Jul, 2024 @ 8:10pm 
The description says you're working on a larger Imperium mod, is there anywhere I can keep up with the progress thats making?
CreasedTails[FotR] 18 Jul, 2024 @ 6:04am 
@Dominic basic imperial tech will apear in research, maybe random in not u'r side
Dominic 18 Jul, 2024 @ 4:57am 
I picked the imperial navy civic but only vanilla game components appear in the research, is the components you get from the civic the only ones or are there more I just haven't gotten yet?
CreasedTails[FotR] 17 Jul, 2024 @ 1:18pm 
@TheDarkLord about shield regeneration, it's seen if enemy ships deal less damage than regeneration from all void shield slots, ships\station will invisible for enemy. Like tech issue, when u try stab full plate knight with u'r stone knife XD
CreasedTails[FotR] 17 Jul, 2024 @ 1:14pm 
seen's i found some miss compatible T-weapon with modded ship classe, like asteroid-Artillery from gigastructural mod and Flagmanship from NSC, when u choose t-slot, game give x-slot nova cannon, but if u use nova-cannon with auto fill slots, they will place in T-slot, but game will say u need Titanic Nova Cannon tech.
TheDarkLord  [author] 17 Jul, 2024 @ 12:30pm 
@Capt Blueshadow That should not be happening, all the Void Shields have a static regeneration of around 10% of the max shield strength. For example a large void shield of 3000 strength it should really only regenerate 310, and shouldn't be able to be invincible. Might be an issue with some other mods your using?
Capt Blueshadow 12 Jul, 2024 @ 7:18pm 
Honestly my only issue with this mod is the state of the void shields on stations. I had one station get captured due to a planet revolt and had them make a 3.2k power station, I sent a fleet of 17k but they couldn't even get through the shields as they kept regenerating too fast. Is this a bug or is this intentional?
ItsDaKoolaidDude 6 Jul, 2024 @ 5:16pm 
Damn shame ramming was never implemented...
Then again, people would keep turning their mass corvettes into missiles...
ItsDaKoolaidDude 6 Jul, 2024 @ 5:14pm 
Could go the same way that Battlefleet Gothic Armada did the Orks: incredibly poor accuracy and impossible odds to hit at long range, but extremely strong close ranged power (which makes up for the accuracy issues)
As for the Tau, there had to be some way of balancing out their high tech, since they've always been the poorest of the poor the moment you get within backhanding distances from them.
TheDarkLord  [author] 6 Jul, 2024 @ 5:04pm 
Speaking of Orks, I'll need to put something together for them once I figure out how to balance their weapons.
TheDarkLord  [author] 6 Jul, 2024 @ 5:02pm 
@ItsDaKoolaidDude Funnily enough, the Tau are a bit more complicated when it comes to fleet technology. Lore-wise, their ships are slower than the other species in the galaxy, and their ships can't really stand up to their Imperial equivalents when it comes to a straight brawl. Not to mention the weirdness around their starfighters and how compared to a Fury Interceptor most of them get folded into origami. They pretty much need longer ranges to be able to win a void engagement, and it makes factions like the Orks and Tyranids nightmares to deal with.