Stellaris

Stellaris

Necron Fleet Weapons
35 Comments
卡尔文迪斯梅特 13 Jun @ 4:16pm 
I made a new Chinese localization translation is here.Could you please add a link?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
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.
CreasedTails[FotR] 2 Jun @ 12:02pm 
huh, what happen with u'r other mods?
BURNTBurrito 25 May @ 8:13pm 
What happened to the mod did you remove it
The Cyber Skunk 18 May @ 12:41am 
Wonder how this will end up looking with the new update. There any plans, out of curiosity?
frozfunk 28 Mar @ 5:31am 
i cant seem to get this to work
Inerael 17 Jan @ 4:23am 
looks great ! Wondering like other : how to get these tech ? can ai get them ?
MCoockier 29 Dec, 2024 @ 2:41pm 
Is the necrodermis armor supposed to be restricted to just small and medium slots? Feels not right
NinepointRider_Official 30 Nov, 2024 @ 5:21pm 
quick question, do I research these technologies? or is it something else?
амням 29 Sep, 2024 @ 1:46am 
There's an issue. Taking the civic requires Machine trait, but after synthetic ascension my pops are mechanical. I am roleplaying as Necrontyr which switched their bodies for metal ones. I am unable to take the civic
TheodorMac 16 Sep, 2024 @ 9:03am 
looks awesome, are there necron ships?
Malum Caedo 3 Sep, 2024 @ 10:27pm 
awesome work. Are there any necron shipsets out yet? I've been looking but to no avail.
外塘丁假 7 Jul, 2024 @ 7:17am 
Okay, it's me again. This update is really practical, with sufficient research points provided in the early stages, which is a huge advantage. Although there may be vacant positions that cannot be filled, the overall impact is not significant, as the output of a building can replace many positions
TheDarkLord  [author] 6 Jul, 2024 @ 5:07pm 
The Cyber Skunk That is an issue I've noticed myself. That, alongside a nerf to all weapon upkeeps, will have a fix sent out sometime this week.
The Cyber Skunk 5 Jul, 2024 @ 10:53pm 
I really love how the mod's been coming along! I just have a small issue with the latest update. I can't get the jobs that were just added to the buildings to work. I can't get unemployed pops to take the new jobs. Is there something I need to do to get them to work properly?
外塘丁假 27 Jun, 2024 @ 5:48pm 
Thank you for taking the time to reply to me with your help. I also realize that my previous suggestions still have inappropriate illusions, such as a strong shield and expanding fleet capacity. However, ultimately, the key is still scientific research. With the guarantee of a sound scientific research system, we should improve the technology tree as early as possible until circular technology is achieved. With enough accumulation of circular technology, even the original shield can have strong health points. I am looking forward to the new research building showcasing its advantages in the future
TheDarkLord  [author] 26 Jun, 2024 @ 1:05pm 
6. I cannot really do anything about that, as I am not skilled at fleet calculations. Necron ships are very strong and don't need large fleets to win fights.

7. Sorry, But I will not be adding shields to the Necrons. They would be too strong if I did.


6. 我对此无能为力,因为我不擅长舰队计算。死灵飞船非常强大,不需要庞大的舰队来赢得战斗。

7. 抱歉,我不会为太空死灵添加护盾。如果我这样做的话,他们就太强大了。
TheDarkLord  [author] 26 Jun, 2024 @ 1:04pm 
3. That is a good idea, thank you for suggesting that!

4. I already have a research building ready to be implemented into the mod, so I will do that.

5. Empire expansion and fleet maintenance are supposed to be the biggest limitation when it comes to the Necrons, as otherwise they would be too strong. I can buff some of the buildings to make it easier however.


3. 这是个好主意,谢谢您的建议!

4. 我已经准备好将研究大楼应用到模组中,所以我会这样做。

5.帝国扩张和舰队维护应该是太空死灵最大的限制,否则它们就太强大了。不过,我可以抛光一些建筑物以使其更容易。
TheDarkLord  [author] 26 Jun, 2024 @ 1:03pm 
Thanks 外塘丁假 for all the suggestions, I'm glad that you're enjoying the mod so far!

1. I will increase the penetration on certain weapons some more. I tuned it down for initial release because I was worried about things being too out of balance with some of the other mods I have released and plan to release.
2. Other than turning up the penetration on the weapons, If things still seem a bit weak I'll turn up the damage. I will do some testing to make sure it will work first though.

感谢 外塘丁假 的所有建议,我很高兴您到目前为止喜欢这个模组!抱歉翻译不好,因为我不熟悉中文。

1.我可以进一步提高某些武器的穿透力。我在最初发布时将其调低,因为我担心与我已经发布和计划发布的其他一些模组过于不平衡。
2.除了调高武器的穿透力外,如果感觉还是有点弱的话我会调高伤害。我会做一些测试以确保它首先可以工作。
MCoockier 25 Jun, 2024 @ 10:53am 
would love to see more 40k factions in the future! Really great work and thx al lot:steamthumbsup:
外塘丁假 18 Jun, 2024 @ 6:10am 
4. A new research building with maintenance costs of electricity and live metal can be added to the game. I don't know how you evaluate Paradix's behavior of weakening research in order to promote the new DLC. In the Chinese community, there are many complaints, and we need higher research output.
5. Can the maintenance costs of the fleet be reduced? It is very painful to constantly expand the territory and build buildings to meet the needs of a large fleet, and the output of an entire colony is often not enough for many battleships.
6. It should also be noted that the combat effectiveness value of the fleet is not actually displayed as shown. A few escorts and destroyers can achieve a combat power of over ten thousand, but there is no advantage in facing other fleets with the same combat power.
7. Armor is a huge advantage, but can an equally powerful shield be added.
外塘丁假 18 Jun, 2024 @ 6:10am 
Firstly, please forgive me for using translation software due to my poor English proficiency.
I have been experiencing this module in the past few days, and the following are the suggestions I would like to make
1. Except for carrier based aircraft, conventional weapons should have considerable shields and armor penetration. Last year, there was a more complete Necron Mod, which has weapons with 60% shield and armor penetration, which is much better than non penetrating weapons
2. The damage of energy weapons can increase the damage value, but due to the resistance to shields and armor, the damage is not ideal (if you do not want to provide penetration for the weapon)
3. I hope to gain technology from the frigate to the Titan at the beginning, after all, we all know that Necron's positioning is more like being between the Fallen Empire and the Awakened Empire, and they had a nearly perfect technology tree a long time ago.
Dracolich 15 May, 2024 @ 4:52pm 
Also, you really should play Machine Age when you have a chance. It's awesome. And the Modularity ascension tree for machines fits the Necrons to a T. It's all about enhancing your bodies with Living Metal and is the machine equivalent of the genetic ascension tree.
Dracolich 15 May, 2024 @ 4:48pm 
The Dolman Gates, however, were indeed massive gateways akin to what we have in game. Perhaps instead of calling it a gate as a ship module, call it a "Dolman Keystone"? Basically a Lore reason/excuse lets Necron ships open up the Dolman Gates. Lets you keep the Dolman aspect without giving the impression the gateway is on the ship itself and without having to add a gateway model to the mod. I'm being kind of a pain here I realize but I thought I'd put it out there.

Also, Necrons can actually still colonize worlds in the mod. I was able to colonize planets despite the civic saying you can't colonize or capture. Tested it just now to be sure.
Dracolich 15 May, 2024 @ 4:37pm 
@TheDarkLord I've got several sources of lore that aren't in print anymore in regards to the Necrons, including the original Warp Storm Magazine, BFG Armada, etc. The Inertialess Drives are their FTL. I'm not sure if they count as their sublight also, but they let them travel faster than light (and very fast at that) without diving into the warp. Dolman Gates were a later addition to weaken the Necrons in the lore and as such I'm always a bit salty when they're brought up. The only thing that batch of Necron lore that was worth keeping is Trazyn the Infini-troll.
TheDarkLord  [author] 14 May, 2024 @ 10:28am 
As for faction unique gameplay, I currently have no plans to do anything major. Colonization mechanics and pop creation are a bit beyond the scope of what this specific mod intends to do. It's meant to be about the fancy green weapons and the buildings to cover the extreme cost of using them as a complete, independent package.
TheDarkLord  [author] 14 May, 2024 @ 10:27am 
For the Dolman Gates and Inertialess Drives, it was a bit of a strange workaround on my side of development. Necron's DO use the Drives as their main form of sub-light propulsion as far as I could tell through the wikis and whatever sparse forums on the subject I could fund. They don't have any traditional ftl options like the Imperium's Warp Drive that are easily implemented in stellaris, and giving both the thruster component and the ftl component the same name would be a bit too much overlap. I chose to sub in Dolman Gates as the name for the ftl component because it was a cleaner fit into the gameplay, and wouldn't require as much work compared to modding a unique gateway megastructure system.
TheDarkLord  [author] 14 May, 2024 @ 10:26am 
@Dracolich Thanks for the feedback! I have a couple ideas to address the living metal deficit on game start and will try implementing them sometime this week. It's a toss up between either creating a custom empire type exclusively for Necrons, giving the player the resources at game start, or spawning the nevessary buildings directly onto the player's planet.

Machine Age coming out so soon after this mod's release means I have to shuffle a couple things around and write in some more loopholes and workarounds to match the base gameplay. I personally have yet to play a game with all the new stuff that was added, and so am waiting till I have more free time before I make any major changes.
Dracolich 12 May, 2024 @ 9:53am 
I would suggest letting Necrons colonize Tomb Worlds only, if that is somehow possible to implement. Any building to create more pops should run off of Energy, not minerals or alloys, as role-play wise you are awakening them from the Tombs beneath the planet.

With the release of the Machine Age, I might suggest also making Necrons independent machines. They're not really a gestalt consciousness.

I hope this helps?
Dracolich 12 May, 2024 @ 9:53am 
After having played it some, I have some feedback if you're willing. You start off with a living metal deficit and no way to immediately address it, meaning you cannot build any of the buildings that cost living metal. The Living Metal Forge requires the Tomb Citadel to be built before it can be built. Tomb Citadel requires 15 living metal to build, and you start with a deficit of -3 living metal. The Living Metal cost of the Tomb Citadel should probably be removed.

Inertialess Drives are actually the Necron's FTL drive, not their sublight drive, Dolman Gates would be their equivalent of Gateways.

Instead of making Living Metal directly, I might suggest this path Minerals -> Alloys -> Nanites -> Living Metal.
Dracolich 12 May, 2024 @ 9:08am 
@Tialith It's a Machine Intelligence civic. You have to be Gestalt Consciousness and Machine Intelligence to see it.
Tialith 12 May, 2024 @ 8:11am 
Is there a chance that the Civic won't appear in a non-English version?
Dracolich 10 May, 2024 @ 4:29pm 
I'll have to check this out. I've had an idea for a Necron mod in my head for a long, long time. Something to make them play uniquely compared to every other fleet in the game.
TheDarkLord  [author] 10 May, 2024 @ 8:47am 
Its a civic
Legion of Forlorn Hope 8 May, 2024 @ 10:30pm 
is it a civiv or a trait