Stellaris

Stellaris

SEED Graphic Weapons
20 Comments
union 8 Jan @ 4:03am 
I have tried multiple times to use only your effects module along with the corresponding compatible modules. However, the weapons, technologies, or effects you set up have not appeared. Could you please let me know if there are additional steps or requirements I might have missed?"
6thStrikeUnit  [author] 3 Jan @ 3:57pm 
@union
Weapons with unique effects can still be used.
However, mobile suit types and ships cannot be used.
union 3 Jan @ 4:53am 
Will this module be updated? I really love the effects it brings
6thStrikeUnit  [author] 30 Dec, 2024 @ 5:44am 
@paulo
The camera angle is "Immersive Camera" and controlled by a gamepad.
The ships are warships that were available in previous versions, but have been removed from the current version of the mod.
(Because the content of the linked mod has been completely renewed)
paulo 30 Dec, 2024 @ 4:01am 
What mod(s) you used for the ships and camera angles?
6thStrikeUnit  [author] 4 Nov, 2024 @ 5:06am 
@KungFuTreachery
This notation is an element of the original mod, not of this mod (SEEDG).
KungFuTreachery 2 Nov, 2024 @ 10:27am 
i adore this mod, a quintessential mod for people like me. Only issue I have is that the names of the components show their technical name (02_SEED_COMPONENT_MISSILE or some such) which breaks the immersion a little bit for me
Ariyalia_Wiccan_VT 1 Nov, 2024 @ 6:34pm 
okay
6thStrikeUnit  [author] 1 Nov, 2024 @ 4:05am 
@.༺.SquishyxKitty.༻.
When that happens, we plan to completely separate the mod elements from the original mod and make them available as standalone mods.
As of now, we don't have any plans to do that yet.
Ariyalia_Wiccan_VT 1 Nov, 2024 @ 12:37am 
with the latest update how do you play the mod when the mobile suit gundam seed mod is obsolete?
6thStrikeUnit  [author] 19 Sep, 2024 @ 3:30am 
@ShinUon
I haven't done any strict balancing adjustments, but assuming a standard vanilla environment, researching the dedicated repeat technology 5 times (maximum) will give you weapon damage +200%, weapon fire rate +50%, and missile speed +50%, which should be more powerful than going from a red laser (tier 1) to a gamma laser (tier 5).
When you add in the additional repeat technology of 10 times (maximum) in a mod environment, the final corrections are weapon damage +600%, weapon fire rate +150%, and missile speed +150%.
ShinUon 18 Sep, 2024 @ 9:02pm 
@6thStrikeUnit

At how many repeatables does it break even?

It's really hard to tell the since repeatables don't affect the stat damage in the ship designer UI.
6thStrikeUnit  [author] 18 Sep, 2024 @ 3:06am 
@ShinUon
Instead of having tiers for each weapon, the cost-effectiveness of dedicated repeatable technologies is greatly increased to achieve balance. (Performance is set on the assumption that equipment will not be changed from the start of the game to the end.)
If you're using Origin, you'll have a certain number of fleets from the beginning and be able to build new mobile suits, so I don't think the balance is that poor.
ShinUon 17 Sep, 2024 @ 8:05pm 
I'm confused by the balance of the new SEEDG_ weapons. They are much weaker than both the Gundam SEED mod weapons and also vanilla weapons (average damage of L weapons are mostly in single digits).

Is it supposed to be like that?
Ros[É] 27 May, 2024 @ 3:22pm 
TY! :steamhappy:
6thStrikeUnit  [author] 27 May, 2024 @ 3:43am 
@Ros[É]
Added T-slot equipped variations for Archangel, Minerva, and Kusanagi.
Ros[É] 26 May, 2024 @ 2:44pm 
Can you add a T-slot on Minerva? It can't use the Positron Blaster Cannon added by the prerequisite mod.
6thStrikeUnit  [author] 21 May, 2024 @ 2:49am 
@GrumpyDema
There are weapons that use textures and models from the seedmod itself, and elements such as sections cannot be separated, so I do not plan to create a mod that is just for weapons.
GrumpyDema 20 May, 2024 @ 2:14pm 
Any chance we could get a stand alone version of just the weapons?
battle1544 20 May, 2024 @ 10:19am 
:3 Oh. I'm so going to enjoy this mod.